;
;   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
2       ; 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
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
12      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
40      ; Tech paradigm (higher # slows research)
40      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
6       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
66      ; Percent shield penalty for production type change
15      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
8       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
All Weather Flying, 4,-2,  nil, nil, 3, 4    ; AFl	0
Constitution,       5, 1,  nil, nil, 0, 3    ; Alp	1
US Marine Corps,    3,-2,  X1,  Iro, 3, 0    ; Amp	2
Int. Criminal Court,4, 1,  Cmb, San, 1, 3    ; Ast	3
Nuke Build Stop,    4,-1,  Mas, San, 2, 3    ; Ato	4
Digitalization,     6,-1,  Mat, Lit, 3, 4    ; Aut	5
Capitalism,         4, 1,  nil, nil, 1, 1    ; Ban	6
Road Construction,  4, 0,  nil, nil, 0, 4    ; Bri	7
Carrier Aviation,   6,-1,  AFl, Fli, 0, 4    ; Bro	8
State Schools,	    5, 0,  nil, nil, 0, 2    ; Cer	9
Energy Plants,      5,-1,  nil, nil, 1, 3    ; Che	10
Radar Absorption,   4,-2,  Sea, Rad, 1, 0    ; Chi	11
Human Rights,       4, 1,  nil, nil, 0, 2    ; CoL	12
Airborne Infantry,  5,-1,  nil, nil, 3, 0    ; CA	13
Moral Intervention, 5,-1,  Mas, CoL, 2, 4    ; Cmb	14
PR China,           5, 0,  no,  no,  2, 2    ; Cmn	15
Computer Networks,  4, 1,  Pla, Plu, 3, 4    ; Cmp	16
Globalization,      7,-1,  Ban, Cur, 2, 0    ; Csc	17
not used,           4, 0,  no,  no,  0, 4    ; Cst	18
Corporations,       4, 0,  Ban, nil, 2, 1    ; Cor	19
Currency System,    4, 1,  Alp, Tra, 0, 1    ; Cur	20
not used,           5, 1,  no,  no,  2, 2    ; Dem	21
e Commerce,    	    4, 1,  Ind, Lit, 2, 1    ; Eco	22
Applied Genetics,   4, 0,  Pot, Rfg, 2, 4    ; E1	23
Ion Pulse Engine,   4, 1,  Sup, ToG, 3, 4    ; E2	24
UN Reform,          4, 0,  Ato, Too, 0, 4    ; Eng	25
Environmentalism,   3, 1,  nil, nil, 3, 2    ; Env	26
USA or Europe,      2,-1,  no,  no,  3, 0    ; Esp	27
not used,           5, 0,  no,  no,  2, 4    ; Exp	28
not used,           4,-1,  no,  no,  0, 0    ; Feu	29
Jet Flight,         4,-1,  nil, nil, 2, 4    ; Fli	30
Theocracy,	    3,-2,  no,  no,  2, 2    ; Fun	31
Nuclear Security,   3, 0,  Che, nil, 3, 3    ; FP	32
Genome Decryption,  3, 2,  nil, nil, 3, 3    ; Gen	33
Guerrilla Warfare,  4, 1,  nil, nil, 3, 0    ; Gue	34
not used,           8,-2,  no,  no,  1, 0    ; Gun	35
Tank Artillery,     4,-1,  nil, nil, 0, 0    ; Hor	36
New Economy,        6, 0,  Csc, Inv, 2, 1    ; Ind	37
Computer Industries,6, 0,  Cor, Tra, 1, 4    ; Inv	38
US Armed Forces,    5,-1,  no,  no,  0, 4    ; Iro	39
Kevlar,	            4,-1,  Rob, Pla, 3, 2    ; Lab	40
Laser Guided Bombs, 4, 0,  nil, nil, 3, 3    ; Las	41
Russian Army,       5,-1,  no,  no,  1, 0    ; Ldr	42
Internet,           5, 2,  Cmp, nil, 0, 3    ; Lit	43
e Governing,        4,-2,  Aut, Eco, 2, 4    ; Too	44
Peoples Army,      4,-1,  no,  no,  1, 3    ; Mag	45
Satellites,         6,-1,  SFl, Cmp, 0, 1    ; Map	46
United Nations,     4, 1,  nil, nil, 0, 4    ; Mas	47
Mass Production,    5, 0,  nil, nil, 3, 4    ; MP	48
Adv. Mathematics,   4,-1,  Cer, Uni, 0, 3    ; Mat	49
Advanced Physics,   4, 0,  Mat, Cmp, 1, 1    ; Med	50
Reconaissance,      6,-2,  AFl, Roc, 1, 0    ; Met	51
Naval Economy,      4, 1,  nil, nil, 3, 4    ; Min	52
Mobile Warfare I,   8,-1,  Nav, Esp, 3, 0    ; Mob	53
Dictature,          5, 1,  no,  no,  0, 2    ; Mon	54
Tourism,            5, 1,  Ban, nil, 1, 2    ; MT	55
Mobile Warfare II,  4, 0,  Mob, nil, 0, 2    ; Mys	56
Mobility,           6,-1,  nil, nil, 1, 1    ; Nav	57
Nuclear Fission,    6,-2,  nil, nil, 3, 3    ; NF	58
Russian Tech I,     3, 0,  U2,  Nav, 3, 3    ; NP	59
not used,           6, 1,  no,  no,  1, 2    ; Phi	60
Russian Tech II,    4,-1,  NP,  nil, 1, 3    ; Phy	61
Plastics,           4, 1,  nil, nil, 3, 4    ; Pla	62
Microprocessor,     4,-1,  nil, nil, 3, 0    ; Plu	63
Nano Technology,    4, 0,  ToG, Pot, 0, 2    ; PT	64
Bio Technology,     4, 1,  Cmp, Env, 0, 1    ; Pot	65
Radar,              5,-1,  nil, nil, 3, 4    ; Rad	66
not used,           6, 0,  no,  no,  2, 1    ; RR	67
Recycling,          2, 1,  Env, nil, 3, 2    ; Rec	68
Civil Society,      4, 0,  Rep, CoL, 2, 4    ; Ref	69
Bio Agriculture,    3, 1,  Gen, Env, 3, 1    ; Rfg	70
Democracy,	    5, 1,  Alp, nil, 0, 2    ; Rep	71
Robotics,           5,-2,  nil, nil, 3, 0    ; Rob	72
Rocketry,           6,-2,  nil, nil, 3, 0    ; Roc	73
Human Ethics,       4, 2,  Mas, Ref, 2, 1    ; San	74
Special Composites, 4, 1,  Whe, Pot, 0, 1    ; Sea	75
Space Flight,       4, 1,  Lab, Met, 3, 3    ; SFl	76
Stealth Tech,       3,-2,  Chi, X1,  3, 0    ; Sth	77
Naval Tactics,      4,-1,  Cmp, Rad, 2, 3    ; SE	78
Naval Superiority,  4,-1,  SE,  Map, 2, 4    ; Stl	79
Adv. Propulsion,    4, 1,  Map, Med, 3, 3    ; Sup	80
Nuclear Weapons,    6,-1,  nil, nil, 2, 0    ; Tac	81
Neutral Nations,    3, 2,  no,  no,  1, 2    ; The	82
Quantum Computing,  4, 0,  Wri, Sea, 1, 3    ; ToG	83
Banking,            4, 2,  Ban, nil, 0, 1    ; Tra	84
University,         5, 1,  Cer, nil, 1, 3    ; Uni	85
Collective Security,4,-1,  Cmb, Eng, 0, 0    ; War	86
Mechanized Research,4,-1,  Rob, MP,  0, 4    ; Whe	87
Quantum Physics,    4, 2,  nil, nil, 0, 3    ; Wri	88
Advanced Research,  1, 0,  War, E2,  3, 3    ; ...	89
Cure for Cancer,    4,-1,  E1,  Rob, 3, 0    ; U1	90
Russia or China,    3, 0,  no,  no,  3, 3    ; U2	91
Islamism,           3, 0,  no,  no,  3, 2    ; U3	92
USA,	            3, 0,  no,  no,  0, 0    ; X1	93
Europe,	            3, 0,  no,  no,  0, 0    ; X2	94
Russia, 	    3, 0,  no,  no,  0, 0    ; X3	95
Chinese,	    3, 0,  no,  no,  0, 0    ; X4	96
Indian,	            3, 0,  no,  no,  0, 0    ; X5	97
Muslim,	    	    3, 0,  no,  no,  0, 0    ; X6	98
Neutral,	    3, 0,  no,  no,  0, 0    ; X7   	99

;
; 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,
Seat of Government,       40,200,   nil,
Army Base,                 8,10,    nil,
Grain Subsidies,           2,10,    Esp,
Hospital,                  8, 6,    Cer,
Bank,                      8, 1,    Ban,
State School,              6, 4,    Cer,
Local Administration,     14, 8,    Alp,
Bomb Shelter,          	   4, 4,    Rad,
Security Systems,          8, 4,    Alp,
Tourism,                  10, 4,    MT,
House of God,             12, 1,    nil, 
University,               16, 6,    Uni,
Waste Separation Plant,   14, 4,    Env, 
Stadium,                  20, 4,    Bri,
Industrial District,      18, 4,    nil,
Computer Industry,        36,12,    Inv,
not used,                 20, 4,    no,
Recycling Center,         12, 2,    Rec,
Oil Power Plant,          16, 4,    Che,
Hydro Power Plant,        32, 6,    Che, 
Nuclear Power Plant,      16, 4,    Che, 
Stock Exchange,           14, 1,    Cor,
Transformer Station,      20, 1,    nil,
Biological Agriculture,    8, 1,    Rfg,
Interstate Highways,      20, 5,    Bri,
Research Compound,        40,10,    Sea,
AA Defense,               16, 4,    ToG,
Coastal Fortress,          4, 1,    SE,
Alternative Energy,       40, 2,    Med,
Fishing Industry,          8, 1,    nil,
Industrial Port,          12, 3,    Min,
International Airport,    16, 4,    Rad,
Satellite TV Station,     10, 4,    Map,
Naval Base,               12,10,    Stl,
not used,                  8, 0,    no,
not used,                 16, 0,    no,
not used,                 32, 0,    no,
(Currency Reserves),      60, 0,    Cor,
Islamic Identity,         40, 0,    U3,
Int. Criminal Court,      80,10,    Ast,
World Trade Organization, 40, 5,    nil,
EU Convent,               80,10,    X2,
Internet,                 80, 2,    Lit,
Western Lifestyle,        40, 0,    Esp,
War on Terror,            40,40,    X1,
Military Reorganization,  80,10,    War,
Free Trade Zone,          40, 8,    X4,
United Nations,	          40, 8,    Mas,
Global Info Net,   	  80,10,    Map, 
Mars Expedition,	  80,20,    E2,
GPS,			  40, 2,    nil,
Moral Intervention,       80,15,    Cmb,
Genome Decryption,        40, 0,    Gen,
Tian an Men Square,       40, 0,    Cmn,
Quantum Physics Center,   80,20,    ToG,
Globalized Economy,       80, 5,    Eco,
Vatican State,		  40, 0,    X2, 
Kremlin,	          40, 0,    X3,
Nuke Build Stop Treaty,   80, 0,    Ato, 
Social Welfare,           80,30,    X2, 
Yangtze Damming,          80, 6,    Cmn, 
Nuclear Proliferation,    40, 0,    nil, 
Collective Security,      80,20,    War, 
Space Program,            40, 0,    SFl,
Advanced Research Center, 80,30,    Sea,
Free Health Care,        100,40,    U1,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Islamic Identity
RR,         ; Int. Criminal Court
Eco,        ; World Trade Organization
nil,        ; EU Convent
E1,         ; Internet
nil,        ; Western Lifestyle
nil,        ; War on Terror
nil,        ; Military Reorganization
Eco,        ; Free Trade zone
nil,        ; United Nations
nil,        ; Global Info net
nil,        ; Mars Expedition
nil,        ; GPS
nil,        ; Humanitarian Intervention
nil,        ; Genome Decryption
nil,        ; Tian an Men Square
nil,        ; Quantum Physics Center
nil,        ; Globalized Economy
no,         ; Vatican State
no,         ; Kremlin
nil,        ; Nuke Build Stop Treaty
nil,        ; Social Welfare
nil,        ; Yangtze Damming
nil,        ; Nuclear Proliferation
nil,        ; Collective Security
nil,        ; Space Program
nil,        ; Advanced Research Center
nil,        ; National Health Service


;
;    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
Engineer,    	nil, 0,  3.,0,  0a,2d,  3h,1f,  8,0,  5, nil, 000000000000000
MLRS Artillery,	nil, 0,  2.,0, 26a,2d,  5h,9f, 20,0,  0, Esp, 000000001000000
US Infantry,    nil, 0,  2.,0,  6a,5d,  8h,2f,  8,0,  0, X1,  000000001000000
M2 Bradley,     nil, 0,  4.,0, 16a,8d,  6h,4f, 12,0,  0, Iro, 000000000000000
M1A2 Abrams,    nil, 0,  3.,0, 21a,13d, 7h,5f, 16,0,  0, Iro, 000000000000000
B-2 Spirit,     nil, 1, 35.,4, 45a,8d,  4h,3f, 40,0,  0, Sth, 000000000000001
F/A-15C Eagle,  nil, 1, 13.,2, 13a,13d, 3h,4f, 20,0,  3, Iro, 000000000010001
Submarine,	nil, 2,  7.,0, 13a,5d,  5h,5f, 16,0,  2, nil, 000000000001001
Y/F-22 Raptor,	nil, 1, 15.,2, 15a,15d, 3h,4f, 30,0,  3, Sth, 000000000000001
Civilian,	nil, 0,  1.,0,  0a,2d,  3h,1f,  4,0,  1, no,  000000000010010
M113 APC,	nil, 0,  4.,0, 10a,7d,  5h,2f, 12,0,  0, Esp, 000000001000000
F-111A Aardvark,nil, 1, 20.,3, 40a,7d,  4h,3f, 20,0,  0, no,  000000000000001
EU Infantry,	nil, 0,  2.,0,  6a,5d,  8h,2f,  8,0,  0, X2,  000000001000000
Leopard 2A4,    nil, 0,  3.,0, 21a,13d, 7h,5f, 16,0,  0, X2,  000000000000000
LAV-25 APC,	nil, 0,  4.,0, 10a,7d,  5h,2f, 12,0,  0, Mys, 000000001000000
Eurofighter,	nil, 1, 13.,2, 14a,14d, 3h,4f, 30,0,  3, X2,  000000000010001
Tornado IDS,	nil, 1, 12.,2, 12a,12d, 3h,4f, 20,0,  3, Esp, 000000000010001
Russian Infantry,nil,0,  2.,0,  5a,5d,  8h,2f,  6,0,  0, X3,  000000001000000
BMP-3 APC,	nil, 0,  4.,0, 10a,7d,  5h,2f, 12,0,  0, Phy, 000000001000000
E-3 Sentry,	nil, 1, 15.,4,  0a,2d,  3h,1f, 20,0,  0, Met, 110000000000001
SAM Launcher,	nil, 0,  2.,0,  0a,8d,  8h,2f, 12,0,  0, NP,  010000000000000
Su-37 Flanker,	nil, 1, 15.,2, 15a,14d, 3h,4f, 20,0,  0, Ldr, 000000000000001
Su-25 Frogfoot,	nil, 1, 10.,2, 25a,5d,  4h,3f, 18,0,  0, NP,  000000000000001
Peoples Army,  nil, 0,  2.,0,  4a,5d,  8h,2f,  6,0,  0, Cmn, 000000001000000
SSBN Submarine,	nil, 2,  9.,0, 17a,7d,  7h,6f, 30,0,  2, Tac, 000000000001001
MRW 63,		Hor, 0,  3.,0, 20a,2d,  2h,8f,  5,0,  0, no,  000000001000000
T-54/55 Tank,	nil, 0,  4.,0, 13a,8d,  7h,4f, 12,0,  0, NP,  000000000000000
MiG-21 Fishbed,	Phy, 1,  6.,2,  7a,7d,  3h,4f, 12,0,  3, Fli, 000000000000000
MiG-23 Flogger,	Phy, 1,  8.,2,  9a,6d,  3h,4f, 14,0,  3, NP,  000000000000000
Muslim Infantry,nil, 0,  2.,0,  5a,5d,  8h,2f,  6,0,  0, X6,  000000001000000
T-72M,		nil, 0,  3.,0, 19a,9d,  7h,5f, 16,0,  3, Phy, 000000000000000
MiG-29 Fulcrum,	nil, 1, 10.,2, 12a,12d, 3h,4f, 16,0,  3, Phy, 000000000010001
Indian Infantry,nil, 0,  2.,0,  5a,5d,  8h,2f,  6,0,  0, X5,  000000001000000
Challenger 1A3,	nil, 0,  3.,0, 18a,8d,  7h,5f, 14,0,  0, Nav, 000000000000000
Mirage 2000H,	nil, 1,  8.,2, 12a,12d, 3h,4f, 18,0,  0, no,  000000000010001
Infantry,	nil, 0,  2.,0,  5a,6d,  8h,2f,  7,0,  0, X7,  000000001000000
Leopard 1A2,	nil, 0,  3.,0, 18a,8d,  7h,5f, 14,0,  0, no,  000000000000000
F-4G Weasel,	nil, 1,  8.,2,  9a,7d,  3h,4f, 14,0,  3, Bro, 000000000010001
F-16C Falcon,	nil, 1, 14.,2, 12a,12d, 3h,4f, 18,0,  3, Esp, 000000000010001
LHA-4 Carrier,	nil, 2,  9.,0,  0a,15d,10h,1f, 25,0,  2, Bro, 010000010000001
Frigate,	nil, 2, 10.,0,  9a,7d,  7h,4f, 14,0,  2, nil, 100000000000001
AEGIS Cruiser,	nil, 2,  9.,0, 13a,11d,10h,5f, 20,2,  2, Amp, 110000000000001
AEGIS Destroyer,nil, 2,  9.,0, 11a,9d,  8h,5f, 16,0,  2, Map, 110000000000001
Nimitz Class,	nil, 2,  8.,0,  0a,16d,10h,1f, 40,0,  2, no,  010000010000001
Paratroopers,	nil, 0,  1.,0,  6a,5d,  8h,3f, 10,0,  0, CA,  000000101000000
ICBM,		Ato, 1, 80.,1, 99a,0d,  1h,1f, 80,0,  0, Tac, 001000000000000
Container Ship,	nil, 2, 10.,0,  0a,3d,  3h,1f, 14,4,  4, nil, 000000000000000
Peace Envoy,	War, 0,  2.,0,  0a,3d,  3h,1f, 20,0, 20, Mas, 000000000000011
Cruise Missile,	nil, 1, 24.,1, 50a,0d,  2h,6f, 25,0,  0, Roc, 001000000000000
Freight Truck,	nil, 0,  3.,0,  0a,3d,  3h,1f,  5,0,  7, Ban, 000000000000010
Tank Artillery, nil, 0,  2.,0, 22a,1d,  4h,8f, 18,0,  0, Hor, 000000001000000
MRBM,		Ato, 1, 14.,1, 99a,0d,  1h,1f, 60,0,  0, Tac, 001000000000000
Predator Drone,	nil, 1,  8.,3, 20a,0d,  2h,7f, 30,0,  0, Sth, 001000000000000
US Marine Corps,nil, 0,  2.,0,  7a,6d,  8h,3f, 10,0,  0, Amp, 000000001000100
UN Peacekeepers,nil, 0,  3.,0,  4a,6d,  5h,2f, 12,0,  1, no,  000000000000010
Communists,	nil, 0,  2.,0,  5a,5d,  8h,2f,  2,0,  0, no,  000001001000010
Insurgents,	nil, 0,  2.,0,  5a,5d,  8h,2f,  2,0,  0, no,  000001001000010
DPRK Infantry,	nil, 0,  2.,0,  5a,5d,  8h,2f,  2,0,  0, no,  000001001000010
Iranian Infantry,nil,0,  2.,0,  5a,5d,  8h,2f,  2,0,  0, no,  000001001000010
Iraqi Infantry,	nil, 0,  2.,0,  5a,5d,  8h,2f,  2,0,  0, no,  000001001000010
Islamists,	nil, 0,  2.,0,  5a,5d,  8h,2f,  2,0,  0, no,  000001001000010
Airbase,	nil, 0,  0.,0,  0a,6d,  8h,2f, 80,0,  7, no,  010000000000000
not used,	nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     3,1,  0,0,0,   no,  0,15, 0,   no,  0, 0,  0,  no,   ; Drt
Plains,     1,2,  1,1,0,   Grs, 3, 5, 3,   yes, 2,10,  3,  no,   ; Pln
Grassland,  1,2,  3,1,0,   yes, 6, 5, 3,   yes, 5,10,  3,  no,   ; Grs
Forest,     3,3,  0,0,0,   Pln, 0, 5, 0,   no,  0, 0,  0,  no,   ; For
Hills,      4,3,  1,0,0,   no,  3,10, 3,   yes, 5,10,  3,  no,   ; Hil
Mountains,  8,6,  0,0,0,   no,  0, 0, 3,   yes, 5,20,  3,  no,   ; Mou
Tundra,     3,1,  0,0,0,   no,  0,15, 0,   no,  0, 0,  0,  no,   ; Tun
Urban,      2,2,  2,5,5,   no,  0,15, 0,   no,  5,10,  0,  no,   ; Gla
Swamp,      3,2,  0,0,0,   Jun, 0,15, 0,   no,  0,15,  0,  no,   ; Swa
Jungle,     3,3,  0,0,0,   Pln, 0,15, 0,   no,  5,10,  0,  no,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Oce
Shoals,     1,2,  3,1,0,
Dairy,      1,1,  8,0,2,
Grassland,  1,2,  3,1,0,
Lumber,     3,3,  0,5,1,
Industry,   4,3,  0,6,1,
Gold,       8,6,  0,1,6,
Oil,        3,1,  0,8,4,
Metropolis, 2,2,  4,5,5,
Swamp,      3,2,  0,0,0,
Jungle,     3,3,  0,0,0,
Fish,       1,2,  4,0,2,
Oil Field,  3,1,  0,8,4,
Wheat,      1,2,  8,0,2,
Orchard,    1,2,  8,0,2,
Lumber,     3,3,  0,5,1,
Airport,    4,3,  0,4,8,
Iron,       8,6,  0,6,0,
Furs,       3,1,  2,0,3,
Metropolis, 2,2,  4,5,5,
Swamp,      3,2,  0,0,0,
Jungle,     3,3,  0,0,0,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Emperor,     Emperor
Despotism,      King,        Queen
Monarchy,       King,        Queen
Communism,      President,   President
Fundamentalism, Chief of State,Chief of State
Republic,       President,   President
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, 0, 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, 3, Germans,       German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,       Cleopatra,           0, 4, 0, Egyptians,     Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,    E. Roosevelt,        0, 5, 1, Americans,     American,   -1,  0,  1,     4, Reverend, Reverend, 5, President,President
Alexander,      Hippolyta,           0, 6, 1, Greeks,        Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Abdul Kalam,    Abdul Kalam,         0, 7, 2, India,         India,      -1, -1,  0,     2, Maharaja, Maharaja,
Vladimir Putin, Vladimir Putin,      0, 1, 3, Russia,        Russia,      1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,          Shakala,             0, 2, 0, Zulus,         Zulu,        1,  0,  0,
Romano Prodi,   Romano Prodi,        3, 3, 0, European Union,European Union,1,  1,  1, 4, Archbishop, Archbishop, 6, Premier, Premier
George W. Bush, George W. Bush,      1, 4, 0, United States, United States,0, -1,  1,
Hu Jintao,      Hu Jintao,           2, 5, 2, PR China,      PR China,    0,  0,  1,     3, Chairman, Chairman
Abd al-Aziz Al, Abd al-Aziz Al,      0, 6, 0, Muslim World,  Muslim World,0,  1,  0,     4, Chairman, Chairmanr, 6, Prime Minister, Prime Minister
Genghis Khan,   Bortei,              0, 7, 0, Mongols,       Mongol,      1,  1, -1,
Cunobelin,      Boadicea,            0, 1, 0, Celts,         Celtic,     -1,  1,  0,     4, Druid, Druid
Junichiro Koizumi,Junichiro Koizumi, 0, 2, 2, Neutral Nations,Neutral Nations,1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,         Gunnhild,            0, 3, 3, Vikings,       Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,      Isabella,            0, 4, 3, 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,
Dye,
Wine,
Silk,
Silver,
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













