;
;   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)
1       ; # 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)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
40      ; Riot factor based on # cities (higher factor lessens the effect)
14      ; Aqueduct needed to exceed this size
20      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
3       ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
10      ; Fundamentalism loses this % of science
15      ; Percent shield penalty for production type change
12      ; 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
Advanced Flight,    4,-2,  nil, nil, 3, 4    ; AFl
Jet Engine,         5, 0,  AFl, nil, 3, 4    ; Alp
Amphibious Warfare, 3,-2,  nil, nil, 3, 0    ; Amp
Turbine Jet,        4, 0,  Alp, nil, 3, 4    ; Ast
Atomic Theory,      4,-1,  nil, nil, 2, 3    ; Ato
Automobile,         6,-1,  nil, nil, 3, 4    ; Aut
Adv.Jet Engine,     5, 1,  Ast, Cur, 3, 4    ; Ban
ThrustVectoring,    5, 0,  Ban, E1,  3, 4    ; Bri
Adv. Stealth,       6,-1,  Sth, X4,  3, 0    ; Bro
Aoura Project,      5, 0,  Bro, Csc, 3, 0    ; Cer
Satilite Comm.,     5,-1,  SFl, nil, 3, 4    ; Che
Global Positioning, 4, 0,  Che, nil, 3, 4    ; Chi
STAR Wars,          4, 1,  Chi, E1,  3, 0    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  nil, nil, 2, 4    ; Cmb
Communism,          5, 0,  nil, nil, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
NASA 2000,          7, 1,  CoL, X4,  3, 4    ; Csc
Cosmology,          4, 0,  Csc, nil, 3, 2    ; Cst
The Corporation,    4, 0,  nil, nil, 2, 1    ; Cor
Liquid Flammables,  4, 1,  Roc, nil, 3, 0    ; Cur
Democracy,          5, 1,  nil, nil, 2, 2    ; Dem
Economics,          4, 1,  nil, nil, 2, 1    ; Eco
Adv. Rocketry,      4, 0,  Cur, Ast, 3, 0    ; E1 
Electronics,        4, 1,  nil, nil, 3, 4    ; E2 
Hydrogen Fission,   6, 0,  NF,  nil, 3, 3    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  nil, nil, 2, 4    ; Exp
Mobilization,       4,-1,  Mob, nil, 3, 0    ; Feu
Flight,             4,-1,  nil, nil, 2, 4    ; Fli
Fundamentalism,     3,-2,  nil, nil, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Cmp, Env, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, nil, 3, 0    ; Gue
Adv.Mobilization,   6,-2,  Feu, Ast, 3, 0    ; Gun
DigitalMobilization,4,-1,  Gun, Cmp, 3, 0    ; Hor
Industrialization,  6, 0,  nil, nil, 2, 1    ; Ind
Thermal Sensoring,  5, 0,  Las, nil, 3, 4    ; Inv
Night Vision,       5,-1,  Las, nil, 3, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Adv. Laser,         5, 0,  Inv, Iro, 3, 3    ; Ldr
Genetic Cloning,    5, 2,  Gen, nil, 3, 3    ; Lit
Machine Tools,      4,-2,  nil, nil, 2, 4    ; Too
DNA Reconstruction, 5, 1,  Lit, Ldr, 3, 3    ; Mag
Cellular Tech,      6,-1,  Cmp, nil, 3, 1    ; Map
Virtual Reality,    4, 1,  Map, nil, 3, 2    ; Mas
Mass Production,    5, 0,  nil, nil, 3, 4    ; MP 
Digital TV,         4,-1,  Mas, Phi, 3, 4    ; Mat
Quantum Physics,    4, 0,  NP,  nil, 3, 3    ; Med
CosmologicMechanics,6, 2,  Med, nil, 3, 3    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  nil, nil, 3, 0    ; Mob
Multinationalism,   5, 1,  Cmn, Dem, 3, 2    ; Mon
Democunionism,      5, 1,  Mon, Pot, 3, 2    ; MT 
MillinealPhilosophy,4, 0,  Env, nil, 3, 2    ; Mys
CelestialRenaisance,6,-1,  Mys, nil, 3, 2    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  Eng, 3, 3    ; NP 
Fiber Optics,       6, 1,  Las, nil, 3, 4    ; Phi
Physics,            4,-1,  nil, nil, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Evangilism,         4, 0,  Fun, nil, 3, 2    ; Plu
Conformity,         4, 0,  Fun, nil, 3, 2    ; PT 
Non Conformism,     5, 1,  PT,  nil, 3, 2    ; Pot
Radio,              5,-1,  nil, nil, 3, 4    ; Rad
Railroad,           6, 0,  nil, nil, 2, 1    ; RR 
Recycling,          4, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  nil, nil, 2, 4    ; Ref
Refrigeration,      3, 1,  nil, San, 3, 1    ; Rfg
Civil Rights Act,   5, 1,  Mon, nil, 3, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, nil, 3, 0    ; Roc
Sanitation,         4, 2,  nil, nil, 2, 1    ; San
Voting Rights Act,  4, 1,  Rep, nil, 3, 2    ; Sea
Space Flight,       4, 1,  Cmp, Cur, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Isolationism,       4,-1,  Cmn, nil, 3, 2    ; SE 
Steel,              4,-1,  nil, nil, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
SALT,               6, 1,  E1,  nil, 3, 2    ; Tac
Theology,           3, 2,  nil, nil, 1, 2    ; The
SALT II,            4, 0,  Tac, nil, 3, 2    ; ToG
Detante,            4, 2,  Cur, nil, 3, 2    ; Tra
University,         5, 1,  nil, nil, 1, 3    ; Uni
NoTolerancePolicy,  4,-1,  Whe, nil, 3, 2    ; War
Generation X,       4,-1,  Hor, nil, 3, 2    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Cer, FP,  3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Social Darwinism,   3, 0,  Env, no,  3, 2    ; X1 
Film Industry,      5, 0,  Dem, nil, 3, 1    ; X2 
Analog Recording,   3, 0,  X2,  nil, 3, 4    ; X3 
Adv.JetApplications,3, 0,  X5,  nil, 3, 0    ; X4 
FLIR Targeting,     4, 0,  X6,  Bri, 3, 0    ; X5 
IR Applications,    3, 0,  Ban, Inv, 3, 0    ; X6 
Fast Food,          6, 0,  Eco, nil, 3, 1    ; 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
University,                1, 0,    nil,
Capitol Building,         10, 0,    nil,
Barracks,                  4, 1,    nil,
Farm Complex,              6, 1,    nil,
Post Office,               4, 1,    nil,
Shopping Malls,            8, 1,    nil,
Public Schools,            8, 1,    nil,
Court House,               8, 1,    nil,
Downtown Area,             8, 0,    nil,
Aqueduct,                  8, 2,    nil,
Bank,                     12, 2,    nil,
Church,                   12, 2,    Plu,
University,               16, 2,    Uni,
Mass Transit,             16, 3,    MP, 
Ampitheater,              10, 2,    nil,
Factory,                  20, 4,    nil,
Assembly Line,            32, 5,    Rob,
SDI Defense,              20, 3,    CoL,
Recycling Center,         20, 1,    Rec,
Solar Wind Generator,     16, 2,    nil,
Hydro Power Plant,        24, 2,    E2, 
Nuclear Power Plant,      16, 2,    NP, 
Stock Market,             16, 3,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 2,    Rfg,
Interstate Highways,      20, 4,    Feu,
Research Center,          16, 3,    Cmp,
SAM Battery,              10, 2,    E1, 
Coastal Defenses,          8, 1,    nil,
Solar Power Plant,        32, 2,    Env,
Harbor,                    5, 1,    nil,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    AFl,
Police Station,            6, 2,    Cmn,
Port,                      8, 2,    Amp,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
Capitalization,           60, 0,    Cor,
Moon Colony,              75, 0,    Csc,
Internet,                 60, 0,    Map,
Global Market,            55, 0,    PT, 
FedralCoordinatingCenter, 40, 0,    Che,
CIA Headquarters,         55, 0,    Esp,
Millineal Enlightenment,  45, 0,    Mys,
Space Walk,               65, 0,    Che,
Virtual Academy,          60, 0,    Hor,
Mass Industrial Center,   55, 0,    Feu,
International Embassy,    40, 0,    Mon,
Human Truth,              50, 0,    MT, 
Hubble Telescope,         60, 0,    Phi,
Nuclear Energy Center,    50, 0,    NP, 
Shroom Industry,          40, 0,    Whe,
Digital Academy,          70, 0,    Hor,
Legalization - Marijuana, 50, 0,    Whe,
Empire State Bld.,        50, 0,    Phi,
World Trade Center,       50, 0,    Rep,
Internat'l Space Station, 60, 0,    Csc,
Statue of Liberty,        40, 0,    Dem,
Voyager Missions,         60, 0,    CoL,
Mars Colony,              95, 0,    Cst,
Hoover Dam,               60, 0,    E2, 
Manhatten Project,        60, 0,    NF, 
United Nations,           60, 0,    MT, 
Apollo Program,           60, 0,    SFl,
SETI,                     60, 0,    Cmp,
Cure for AIDS-Cancer,     60, 0,    Mag,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Moon Colony
nil,        ; Internet
nil,        ; Global Market
nil,        ; FedralCoordinatingCenter
nil,        ; CIA Headquarters
nil,        ; Millineal Enlightenment
nil,        ; Space Walk
nil,        ; Virtual Academy
nil,        ; Mass Industrial Center
nil,        ; International Embassy
nil,        ; Human Truth
nil,        ; Hubble Telescope
nil,        ; Nuclear Energy Center
nil,        ; Shroom Industry
nil,        ; Digital Academy
nil,        ; Legalization - Marijuana
nil,        ; Empire State Bld.
nil,        ; World Trade Center
nil,        ; Internat'l Space Station
nil,        ; Statue of Liberty
nil,        ; Voyager Missions
nil,        ; Mars Colony
nil,        ; Hoover Dam
nil,        ; Manhatten Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI
nil,        ; Cure for AIDS-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
BlackBird SP, Cer, 1, 20.,4,  3a,7d,  3h,1f, 24,0,  6, SFl, 010000000000001
Engineers,    nil, 0,  5.,0,  0a,2d,  2h,1f,  3,0,  5, Fli, 010000000000000
Auora SP,     nil, 1, 28.,6, 16a,16d, 3h,2f, 32,0,  3, Cer, 110000000010001
F/A Jet,      nil, 1, 16.,3, 18a,10d, 3h,3f, 18,0,  3, X4,  100000000010001
Jet Fighter,  Ast, 1, 10.,1,  6a,4d,  2h,2f,  8,0,  3, Alp, 000000000010000
Rangers,      Csc, 0,  3.,0, 11a,6d,  3h,2f, 10,0,  0, Inv, 000000100000111
Navy SEALs,   nil, 0,  3.,0, 10a,7d,  2h,3f, 10,0,  0, Iro, 100000100000111
All-TerrainJet,nil, 1, 15.,3, 18a,8d,  3h,3f, 14,0,  0, X5,  100000000010001
Terrorists,   Gun, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000
Gurillas,     Gun, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Adv. Infantry,nil, 0,  3.,0,  8a,8d,  2h,2f,  6,0,  1, Hor, 000000100000101
Infantry,     Gun, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Aut, 000000000000000
Marines,      Hor, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Mobile SAM,   nil, 0,  1.,0, 16a,5d,  2h,3f,  9,0,  1, E1,  010000000010001
Humvee,       nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000100
Adv. Tank,    Gun, 0,  3.,0, 12a,6d,  3h,2f,  8,0,  0, Feu, 000000000000000
MBT,          nil, 0,  4.,0, 16a,14d, 3h,3f, 12,0,  0, Hor, 000000000000001
SAM TOW Team, E1,  0,  2.,0, 14a,4d,  1h,3f,  6,0,  0, Roc, 010000001010001
SPA,          nil, 0,  3.,0, 18a,4d,  2h,3f, 10,0,  0, Gun, 000000001000001
MLRS,         E1,  0,  3.,0, 16a,4d,  1h,3f, 10,0,  0, Roc, 010000000010001
FleetDefender,nil, 1, 18.,3, 16a,14d, 3h,3f, 14,2,  3, X5,  100000000010001
Tactic Tank,  Csc, 0,  3.,4, 14a,6d,  3h,3f,  9,0,  0, Gun, 000000000000001
Tank,         Feu, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Mech. Inf.,   nil, 0,  3.,0, 10a,8d,  3h,1f,  7,0,  1, Map, 000000000000101
EFM,          nil, 1, 16.,8, 20a,18d, 2h,3f, 20,0,  3, Csc, 110000000010001
Artillary,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Too, 000000000000000
Howitzer,     Ldr, 0,  2.,0, 12a,3d,  3h,2f,  7,0,  0, Rob, 000000001000001
Fighter,      Alp, 1, 10.,1,  4a,4d,  2h,2f,  6,0,  3, Fli, 000000000010001
Bomber,       Alp, 1,  8.,3, 12a,1d,  2h,2f, 12,0,  0, AFl, 000000000000001
Helicopter,   Gun, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
StealthFighter,nil, 1, 14.,5, 15a,15d, 4h,3f, 20,0,  3, Bro, 110000000010001
Stealth Bomber,nil, 1, 42.,1, 24a,14d, 2h,3f, 25,0,  0, Bro, 110000000000001
Stealth Attack,Cer, 1, 30.,1, 16a,12d, 2h,3f, 16,2,  0, Sth, 010000000000001
StealthChopper,nil, 1,  8.,6, 16a,11d, 3h,3f, 14,3,  0, Bro, 110000000000001
AttackChopper,Bro, 1,  8.,6, 15a,6d,  3h,3f, 11,4,  0, Gun, 100000000000001
NucCarrier,   nil, 2, 12.,0,  5a,13d, 4h,3f, 22,3,  2, NP,  110000010000001
NucSub,       nil, 2, 10.,0, 13a,4d,  3h,3f, 10,2,  2, NP,  100000000001001
Frigate,      SFl, 2,  8.,0,  9a,8d,  2h,3f,  6,0,  2, E2,  100000000000001
Cruiser,      Roc, 2,  7.,0,  7a,6d,  3h,2f,  8,0,  2, Stl, 100000000000001
AEGIS Cruiser,nil, 2, 14.,0, 10a,8d,  3h,3f, 10,2,  2, Roc, 110000000000001
Battleship,   Cur, 2,  6.,0, 16a,16d, 4h,2f, 18,3,  2, Aut, 000000000000001
Sub,          NP,  2,  6.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 100000000001001
Carrier,      NP,  2,  8.,0,  1a,9d,  4h,2f, 16,2,  2, AFl, 000000010000001
Transport,    nil, 2, 10.,0,  0a,3d,  3h,1f,  5,8,  4, CA,  000000000000000
Guided Missle,E1,  1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
ICBM,         nil, 1, 16.,2, 99a,0d,  1h,1f, 20,0,  0, E1,  001000000000000
Stealth Sub,  nil, 2, 12.,0, 18a,15d, 2h,3f, 18,2,  2, Bro, 100000000001011
Secret Agent, nil, 0,  3.,0,  8a,8d,  1h,3f,  3,0,  6, Esp, 000101101000111
Adv. JetBomber,Bro, 1, 12.,4, 18a,7d,  2h,3f, 14,0,  0, Ban, 100000000000001
Freight,      nil, 0,  3.,0,  0a,1d,  1h,1f,  2,0,  7, Cor, 000000100000010
LR Fighter,   Ban, 1, 12.,3,  9a,5d,  2h,2f, 10,0,  3, Ast, 000000000010001
Jet Bomber,   Ast, 1, 12.,3, 12a,3d,  2h,2f, 12,0,  0, Alp, 000000000000001
Tactic Fighter,Cer, 1, 12.,4, 16a,13d, 2h,3f, 12,1,  3, X6,  100000000010001
VSTOL,        Csc, 1,  8.,5, 15a,7d,  2h,2f,  8,0,  0, Ban, 100000000010001
Cruise Missle,nil, 1, 18.,3, 45a,0d,  1h,3f,  5,0,  0, E1,  101000001010001
Atom Bomb,    E1,  1, 10.,1, 99a,0d,  1h,1f, 18,0,  0, Eng, 001000000000001
Light MBT,    nil, 0,  4.,8, 15a,11d, 3h,3f, 11,0,  0, Hor, 000000001000001
Attack Fighter,Bro, 1, 10.,3, 15a,12d, 3h,3f, 11,0,  0, Ban, 100000000000001
Super Soldier,nil, 0,  5.,0, 12a,14d, 3h,3f,  6,0,  0, Mag, 000010101000111
AW Fighter,   Sth, 1, 12.,3, 11a,6d,  2h,2f, 10,0,  3, Ast, 000000000010001
Adv.JetFighter,Csc, 1, 15.,3, 15a,14d, 2h,3f, 10,0,  3, X6,  100000000010001
LR Jet Bomber,Ban, 1, 12.,3, 14a,6d,  2h,3f, 14,0,  0, Ast, 000100000000001

;
; 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,  1,1,2,   yes, 2, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  2,1,4,   yes, 3, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grasslands, 1,2,  3,1,4,   yes, 4, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,5,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,3,3,   yes, 3,10, 0,   yes, 4,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,2,4,   no,  1,10, 0,   yes, 5,10,  6,  Hil,   ; Mou
Tiaga,      1,2,  2,0,1,   yes, 2,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Permafrost, 2,2,  1,0,1,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swampland,  2,3,  2,2,2,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  2,1,4,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  3,0,4,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,1,
Sheep,      1,2,  3,3,1,
Grasslands, 1,2,  2,1,0,
Shrooms,    2,3,  3,2,6,
Coal,       2,4,  0,5,4,
Gold,       3,6,  0,2,8,
Raw Materials,1,2,  2,5,5,
Walrus,     2,2,  2,1,6,
Peat,       2,3,  2,4,3,
Gems,       2,3,  1,0,7,
Fish,       1,2,  6,0,2,
Oil,        1,2,  0,6,5,
Wheat,      1,2,  5,1,2,
Permafrost, 1,2,  2,1,0,
Silk,       2,3,  1,3,5,
Grapes,     2,4,  3,0,6,
Iron,       3,6,  0,6,4,
Furs,       1,2,  2,1,5,
Oil,        2,2,  0,6,5,
Spice,      2,3,  3,1,5,
Fruit,      2,3,  6,0,3,
Whale,      1,2,  4,3,3,




@GOVERNMENTS
Anarchy,        Warlord,     Warlord
Facism,         Dictator,    Dictator
Republic,       Minister,    Minister
Fundamentalism, High Priest, High Priest
Socialism,      Governer,    Govener
Communism,      Premier,     Premier
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Comrade,      Comrade,             0, 1, 1, Fundamentalism,High Priest, 0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Democracy,    President,           0, 2, 0, President,   Caesar,     -1, -1,  1,
Livia,        Romans,              0, 3, 3, Roman,       Dictator,    1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ishtari,      Babylonians,         1, 4, 0, Babylonian,  Frederick,   1,  0,  0,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Archbishop,   Chancellor,          0, 5, 1, Chancellor,  Ramesses,   -1, -1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Pharaoh,      Great Pharaoh,       1, 6, 1, Great Pharaoh,Abe Lincoln, 0,  1, -1,     6, Prime Minister, Prime Minister
American,     Reverend,            0, 7, 0, Reverend,    Speaker,    -1, -1,  0,     2, Maharaja, Maharaja,
Hippolyta,    Greeks,              1, 1, 0, Greek,       Prime Minister,-1,  1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Indian,       Maharaja,            0, 2, 0, Maharaja,    Lenin,       1,  0,  0,
Catherine the Great,Russians,            0, 3, 0, Russian,     Czar,       -1, -1,  0,     4, Archbishop, Archbishop, 6, Premier, Premier
Shakala,      Zulus,               0, 4, 0, Zulu,        Louis XIV,   0, -1,  1,
Joan of Arc,  French,              0, 5, 2, French,      Archbishop,  0,  1,  0,     3, Chairman, Chairperson
Premier,      Montezuma,           1, 6, 3, Nazca,       Aztecs,      0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Chinese,      Chairman,            0, 7, 0, Chairperson, Henry VIII,  1,  1, -1,
Elizabeth I,  English,             1, 1, 0, English,     Lord Protector,-1,  1,  0,     4, Druid, Druid
Prime Minister,Genghis Khan,        0, 2, 0, Bortei,      Mongols,    -1, -1,  1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Celtic,       Druid,               1, 3, 3, Druid,       Tokugawa,    1,  1,  0,     1, Warlord, Warlord
Japanese,     Shogun,              1, 4, 3, Shogun,      Prime Minister,-1,  1, -1,     4, Archbishop, Archbishop
Gunnhild,     Vikings,             0, 5, 0, Viking,      Warlord,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Spanish,      Archbishop,          0, 6, 0, Archbishop,  Xerxes,     -1,  1,  0,
Scheherezade, Persians,            0, 7, 0, Persian,     Shah,        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
CanFood,
Cloths,
Cars,
Vegetable,
Fruit,
Narcotics,
Guns,
Amunition,
Apliances,
Gold,
Computer,
Silicon,
Chips,
TVs,
Spices,
Salt,


@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
Calm
Receptive
Neutral
Uncooperative
Trippin'
Hostile
TotallyPissed













