;
;   WW2 the European Theater: 1939-1946
;
;   by John Petroski, September 1998
;
;-----------------------------------------------------------------------
;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 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
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)
10      ; 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
8       ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; 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,    5,-1,  Rad, Too, 3, 4    ; AFl
Turbine Propulsion, 5,-1,  Too, E1,  3, 4    ; Alp
Amphibious Warfare, 4,-1,  Nav, Tac, 3, 0    ; Amp
anti-Semitism,      3,-2,  no,  no,  3, 2    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, Cst, 0, 4    ; Bri
Jet Engine,         6, 1,  E2,  AFl, 3, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Mon, Hor, 1, 0    ; Chi
Cryptology,         4, 1,  Rad, Esp, 3, 3    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, nil, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  nil, Eco, 2, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Electronics,        6, 0,  E1,  MP,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Elite Training,     4,-2,  CA,  Gue, 3, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, nil, 3, 3    ; Gen
Guerrilla Warfare,  4, 0,  PT,  Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, nil, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  nil, Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Jet Aircraft,       5,-1,  Bro, nil, 3, 0    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, nil, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, nil, 2, 4    ; Too
Magnetism,          4,-1,  Phy, nil, 1, 3    ; Mag
Map Making,         6,-1,  nil, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 1,  Aut, nil, 3, 4    ; MP 
Mathematics,        4,-1,  nil, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, nil, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, nil, 1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Ram-Jet,            5,-1,  Bro, nil, 3, 0    ; Plu
Mountain Warfare,   6, 0,  Ldr, Too, 3, 0    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  nil, Bri, 2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, nil, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  nil, Lit, 0, 2    ; Rep
Robotics,           5, 0,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  Rob,  NF,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, no,  3, 3    ; SFl
Stealth,            8,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  nil, Gun, 2, 3    ; SE 
Steel,              4,-1,  E1,  nil, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            5,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Mon, 1, 2    ; The
Theory of Gravity,  4, 0,  nil, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, nil, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Las, Rec, 3, 3    ; FT 
Unique Design,      8,-2,  no,  no,  3, 4    ; U1 
Unique Design,      8,-2,  no,  no,  3, 4    ; U2 
Unique Design,      8,-2,  no,  no,  3, 4    ; U3 
NO OIL,             3, 0,  no,  no,  0, 0    ; X1 
NO Ball Bearings,   3, 0,  no,  no,  0, 0    ; X2 
USA Tech.,          3, 0,  no,  no,  0, 0    ; X3 
NO JET ENGINE,      3, 0,  no,  no,  0, 0    ; X4 
No More Free Press, 3, 0,  no,  no,  0, 0    ; X5 
Advance 99,         3, 0,  no,  no,  0, 0    ; X6 
Advance 100,        3, 0,  no,  no,  0, 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,
Capitol,                  10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Church,                    4, 1,    Cer,
World Market,              8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    nil,
Fortifications,            8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Monastery,                12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    nil,
Manufacturing Plant,      32, 6,    MP, 
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airfield,                 25, 3,    Iro,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Stl,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    no, 
Pyramids,                 60, 0,    Mas,
FDR's New Deal,           60, 0,    nil,
Statue of Liberty,        60, 0,    Stl,
Suez Canal,               60, 0,    Stl,
Free Press,               60, 0,    Lit,
Communist International,  60, 0,    Mys,
Empire State Building,    60, 0,    Mas,
Weirmacht Stables,        60, 0,    nil,
American Industry,        60, 0,    Eng,
Code Breaking,            60, 0,    CoL,
The Kremlin,              60, 0,    MT, 
The Gaussian School,      60, 0,    Nav,
Radio Navigation,         60, 0,    E2, 
The Coloseum,             60, 0,    Med,
Leonardo's Workshop,      60, 0,    no, 
Fascist Rally,            60, 0,    The,
Ivy League Colleges,      60, 0,    ToG,
German Influence,         60, 0,    Eco,
Darwin's Voyage,          60, 0,    no, 
Arc de Triomphe,          60, 0,    Dem,
Eiffel Tower,             60, 0,    Stl,
Peace Prospect,           60, 0,    Dem,
Petrochemical Fac.,       60, 0,    nil,
Manhattan Project,        60, 0,    no, 
League of Nations,        80, 0,    nil,
Apollo Program,           60, 0,    no, 
Refugees of Science,      60, 0,    nil,
Red Cross,                60, 0,    Med,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; FDR's New Deal
nil,        ; Statue of Liberty
nil,        ; Suez Canal
X5,         ; Free Press
nil,        ; Communist International
nil,        ; Empire State Building
nil,        ; Weirmacht Stables
nil,        ; American Industry
nil,        ; Code Breaking
nil,        ; The Kremlin
nil,        ; The Gaussian School
nil,        ; Radio Navigation
nil,        ; The Coloseum
no,         ; Leonardo's Workshop
nil,        ; Fascist Rally
nil,        ; Ivy League Colleges
nil,        ; German Influence
no,         ; Darwin's Voyage
nil,        ; Arc de Triomphe
nil,        ; Eiffel Tower
nil,        ; Peace Prospect
nil,        ; Petrochemical Fac.
no,         ; Manhattan Project
nil,        ; League of Nations
no,         ; Apollo Program
nil,        ; Refugees of Science
nil,        ; Red Cross


;
;    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
88mm Gun,     U3,  0,  1.,0,  6a,10d, 2h,1f, 20,0,  1, Mob, 010000000010001
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  5,0,  5, Exp, 000000000000000
PzKpfw IV,    U3,  0,  2.,0,  6a,4d,  2h,2f,  7,0,  0, Stl, 000000000000000
T-26,         U2,  0,  2.,0,  3a,4d,  2h,2f,  6,0,  1, Stl, 000000000000000
B1-Bis,       U1,  0,  1.,0,  4a,5d,  2h,2f,  8,0,  0, Stl, 000000000000000
Adv. Biplane, AFl, 1,  6.,1,  4a,2d,  2h,2f,  5,0,  3, Fli, 000000000010000
Early Bomber, AFl, 1,  8.,2,  8a,2d,  2h,2f, 10,0,  0, Fli, 000000000000000
Homeguard,    Csc, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  1, Rep, 000000000000000
Stalin II,    U2,  0,  1.,0, 15a,6d,  2h,3f, 18,0,  0, Feu, 000000001000010
Partisans,    nil, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gue, 000001000000010
P. Battleship,X1,  2,  8.,0, 14a,6d,  3h,3f, 20,0,  2, nil, 000000000000001
Ju-87B Stuka, U3,  1,  8.,1,  8a,2d,  2h,1f, 12,0,  3, AFl, 000000000000000
Marines,      U1,  0,  1.,0,  8a,5d,  2h,1f, 18,0,  0, Amp, 000000000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f, 12,0,  1, CA,  000000100000000
Regular Inf., nil, 0,  1.,0,  6a,6d,  3h,1f,  8,0,  1, Tac, 000000000000000
Pzkpfw V Panther,U3,  0,  3.,0,  9a,7d,  3h,2f, 16,0,  0, Mob, 000000000000000
Churchill,    U1,  0,  3.,0,  8a,7d,  3h,2f, 14,0,  0, Mob, 000000000000000
Cavalry,      nil, 0,  2.,0,  4a,2d,  2h,2f,  3,0,  0, nil, 000000000000000
T-34/76,      U2,  0,  3.,0,  9a,7d,  3h,2f, 10,0,  0, Mob, 000000000000000
King Tiger,   X2,  0,  1.,0, 16a,10d, 3h,3f, 23,0,  0, Feu, 000000001000010
Anti Aircraft,E2,  0,  1.,0,  3a,4d,  2h,1f,  7,0,  1, Rad, 010000000000000
T-34/85,      U2,  0,  3.,0, 11a,7d,  3h,2f, 12,0,  0, CA,  000000000000001
105mm Gun,    nil, 0,  1.,0, 10a,2d,  2h,3f, 13,0,  0, Stl, 000000001000000
Machine Gunner,nil, 0,  0.,0,  0a,6d,  2h,1f, 10,0,  1, nil, 000000000000000
Rail Road Gun,nil, 0,  1.,0, 17a,4d,  3h,2f, 19,0,  0, Lab, 000000001000000
75mm Gun,     nil, 0,  1.,0,  8a,2d,  2h,2f,  5,0,  0, nil, 000000000000000
155mm Gun,    Lab, 0,  2.,0, 14a,2d,  3h,2f, 10,0,  0, Min, 000000001000000
Advanced Weapons Fac.,no,  0, 10.,1,  0a,20d, 3h,2f,  1,0,  1, no,  000000000010001
Adv. Bomber,  nil, 1, 10.,2, 12a,3d,  3h,2f, 20,0,  0, AFl, 100000000000001
Fortification,nil, 0,  0.,0,  0a,9d,  2h,1f, 20,0,  1, Cst, 000000000000000
Italian Army, U3,  0,  2.,1,  4a,2d,  2h,2f,  8,0,  0, AFl, 000000000000001
Me-262,       X4,  1,  8.,1, 16a,4d,  2h,2f, 25,0,  0, Iro, 000000000010000
Destroyer,    nil, 2,  6.,0,  6a,4d,  2h,2f, 15,0,  2, nil, 100000000000001
Il-2,         U2,  1, 10.,1, 12a,7d,  2h,2f, 14,0,  3, AFl, 000000000000000
Battle Cruiser,nil, 2,  5.,0, 10a,8d,  2h,2f, 15,0,  2, Stl, 000000000000000
Troop Trans., nil, 2,  5.,0,  0a,3d,  3h,1f,  5,3,  4, Stl, 000000000000000
Yak-9,        U2,  1, 10.,1,  4a,4d,  1h,2f,  3,0,  3, AFl, 100000000010001
Spitfire I,   U1,  1,  7.,1,  6a,4d,  2h,2f,  8,0,  3, AFl, 000000000010000
Cruiser,      nil, 2,  6.,0,  8a,8d,  3h,2f, 14,0,  2, Alp, 100000000000001
P-51D Mustang,U1,  1, 10.,2,  8a,5d,  2h,2f,  8,0,  3, X3,  110000000010001
Battleship,   nil, 2,  4.,0, 14a,12d, 4h,2f, 25,0,  2, Alp, 000000000000001
B-17,         U1,  1, 20.,2, 18a,4d,  3h,2f, 25,0,  3, X3,  000000000000001
Early Sub.,   U3,  2,  3.,0,  8a,3d,  1h,3f, 12,0,  2, Stl, 000000000001000
Type XXI U-boat,X1,  2,  4.,0, 12a,6d,  2h,3f, 14,0,  2, Min, 100000000001001
Katyusha,     U2,  0,  2.,0, 12a,4d,  2h,3f, 14,4,  1, Roc, 000000001000000
Bismarck,     no,  2,  6.,0, 22a,20d, 3h,4f, 10,8,  2, no,  000000000000001
Stormtruppen, U3,  0,  3.,0,  6a,6d,  3h,1f, 12,0,  1, nil, 000000000000011
Me-109 K-4,   U3,  1, 10.,1,  7a,5d,  2h,2f, 16,0,  3, Iro, 000000000010001
Ju-87G Stuka, U3,  1, 10.,0, 10a,4d,  2h,2f, 15,0,  3, Iro, 000000000000001
Sherman Firefly,U1,  0,  2.,0,  7a,2d,  2h,2f,  3,0,  0, X3,  000000000000000
Me-109 Gustav,U1,  1,  8.,1,  6a,5d,  2h,1f, 12,0,  3, Bro, 000000000010000
V1 Rocket,    X4,  1,  8.,1,  8a,0d,  1h,6f,  8,0,  0, Plu, 001000000000000
V2 Rocket,    X4,  1, 18.,1, 20a,0d,  2h,20f, 15,0,  0, Roc, 001000000000000
Me-109 Franz, U3,  1,  6.,1,  6a,4d,  2h,2f, 10,0,  3, AFl, 000000000010000
Spitfire IX,  U1,  1, 10.,1,  7a,5d,  2h,2f, 12,0,  3, E2,  000000000010000
Iowa Class,   U1,  2,  4.,0, 20a,15d, 3h,4f, 22,0,  2, X3,  000000000000001
Lancaster,    U1,  1, 10.,2, 14a,5d,  2h,2f, 18,0,  3, AFl, 000000000000000
Jet Engine Manf.,no,  0,  0.,0,  0a,20d, 3h,1f,  1,0,  1, no,  000000000000000
Tiger,        X2,  0,  2.,0, 12a,8d,  3h,2f, 18,0,  0, CA,  000000001000000
Ploesti Oil Fields,no,  0,  0.,0,  0a,20d, 4h,0f,  1,0,  1, no,  000000000000000
Factory,      no,  0,  0.,0,  0a,10d, 3h,0f,  1,0,  1, no,  000000000000000
FW-190 A-8,   U3,  1, 10.,1, 10a,6d,  2h,2f,  8,0,  3, Iro, 000000000010001

;
; 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,  1,1,1,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,4,0,   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,  0,2,0,   no,  1,10, 0,   yes, 3,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Coal,       1,1,  0,4,0,   no,  0, 0, 0,   yes, 4,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Oil Fields, 1,1,  1,7,10,   no,  0,15, 6,   yes,10,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,2,1,
Buffalo,    1,2,  1,4,1,
Grassland,  1,2,  2,1,1,
Pheasant,   2,3,  3,3,1,
Coal,       2,4,  1,5,0,
Gold,       3,6,  0,1,8,
Game,       1,2,  3,1,1,
Ivory,      2,2,  1,2,6,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,8,
Fish,       1,2,  3,0,4,
Desert Oil, 1,2,  0,6,4,
Wheat,      1,2,  3,1,1,
Grassland,  1,2,  2,1,1,
Silk,       2,3,  1,4,6,
Wine,       2,4,  1,0,8,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,6,
Glacier Oil,2,2,  0,5,4,
Spice,      2,3,  3,0,8,
Extra Oil,  1,1,  0,5,15,
Whales,     1,2,  3,4,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Nazism,         Fuhrer,      High Priestess
Republic,       Consul,      Consul
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
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
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
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Tin,
Wine,
Silk,
Silver,
Spice,
Tin,
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
Private
Corporal
Major
Colonel
Leut. General
Field Marschall

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged
  
 
