;
;   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)
12      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
16      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
14      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
4       ; 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.
33      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
6       ; 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
Aerospace Research, 4, 2,  Cmp, Ref, 2, 3    ; AFl
Automobile,         0, 0,  Cmb, MP,  0, 1    ; Alp
Amphibious Warfare, 3,-2,  nil, nil, 3, 0    ; Amp
Neo-Capitalism,     0, 0,  Rep, Bro, 3, 1    ; Ast
Atomic Theory,      4,-1,  FP,  nil, 3, 3    ; Ato
Code of Laws,       6,-1,  nil, nil, 1, 2    ; Aut
Military Buildings, 4, 0,  Eng, nil, 0, 0    ; Ban
Education System,   5, 0,  Aut, nil, 1, 2    ; Bri
Consumer Goods,     6, 1,  Mob, nil, 2, 4    ; Bro
Liquid Flammables,  7,-1,  nil, nil, 0, 3    ; Cer
Panamerican Securit,6,-1,  Dem, nil, 0, 4    ; Che
Mobile Warfare I,   6,-2,  Alp, nil, 2, 0    ; Chi
Miniaturization,    6,-2,  Ind, nil, 1, 3    ; CoL
Combined Arms,      5,-1,  Chi, Pot, 0, 0    ; CA 
Combustion,         5,-1,  nil, nil, 2, 0    ; Cmb
Communism,          5, 0,  Mon, nil, 0, 2    ; Cmn
Computers,          5, 3,  Min, nil, 1, 3    ; Cmp
Conscription,       5,-1,  nil, nil, 0, 0    ; Csc
Space Program,      6, 3,  AFl, nil, 2, 3    ; Cst
The Corporation,    4, 0,  Bro, nil, 2, 1    ; Cor
Moon Orbital,       4,-1,  Gun, War, 2, 3    ; Cur
Liberal Democracy,  5, 1,  Ast, nil, 0, 2    ; Dem
Ceramic Composites, 4, 1,  Pla, Uni, 2, 3    ; Eco
Adv. Rocketry,      6,-1,  CA,  Ref, 0, 3    ; E1 
Computer Aided Desi,5, 1,  Cmp, nil, 1, 3    ; E2 
Civil Engineering,  4, 0,  nil, nil, 0, 1    ; Eng
Environmentalism,   4, 2,  Rec, AFl, 3, 2    ; Env
Espionage,          5,-2,  Cmn, no,  0, 4    ; Esp
Heavy Artillery,    4,-1,  nil, nil, 2, 0    ; Exp
Man on the Moon,    5,-1,  Cur, nil, 2, 3    ; Feu
Computer Networks,  6, 2,  E2,  Phi, 1, 3    ; Fli
None3,              4,-2,  no,  no,  1, 4    ; Fun
Physics,            3, 0,  nil, nil, 3, 3    ; FP 
Genetic Engineering,4, 3,  Fli, Env, 3, 4    ; Gen
None4,              5,-3,  no,  no,  1, 4    ; Gue
Moon Rockets,       6,-2,  E1,  Hor, 2, 3    ; Gun
Space Walk,         6,-1,  Las, nil, 2, 3    ; Hor
Electronics,        6, 2,  nil, nil, 1, 3    ; Ind
Solar Power,        6, 0,  Env, Met, 3, 2    ; Inv
Satellite Communica,5, 0,  SE,  Phi, 2, 3    ; Iro
Popular Entertainme,0, 0,  nil, nil, 2, 2    ; Lab
Day in Orbit,       8, 2,  E2,  SE,  2, 3    ; Las
Liberalism,         0, 0,  Mob, nil, 0, 2    ; Ldr
Globalization,      6, 2,  Fli, Mat, 3, 1    ; Lit
Sanitation,         6,-2,  Eng, nil, 0, 1    ; Too
Atomic Research,    5,-1,  Ato, nil, 3, 3    ; Mag
Refining,           6, 2,  nil, nil, 0, 1    ; Map
IFVs,              6,-1,  Chi, nil, 0, 0    ; Mas
Mass Production,    5, 2,  Mob, nil, 0, 1    ; MP 
Multi-National Corp,5, 3,  Ast, Cor, 3, 1    ; Mat
Heavy Water,        4,-1,  Mag, nil, 3, 3    ; Med
Microwaves,         6,-1,  Rad, nil, 0, 1    ; Met
Microprocessor,     8, 3,  CoL, Uni, 1, 3    ; Min
Capitalism,         8, 2,  MT,  nil, 2, 1    ; Mob
Nationalism,        5, 1,  nil, nil, 0, 2    ; Mon
Banking System,     5, 1,  Mys, nil, 1, 1    ; MT 
Currency,           5, 0,  nil, nil, 1, 1    ; Mys
Cruise Missile,     7,-2,  Feu, nil, 0, 3    ; Nav
Nuclear Fission,    6,-2,  Mag, Uni, 3, 3    ; NF 
Nuclear Power,      3,-1,  NF,  Med, 3, 3    ; NP 
Fibre Optics,       8, 3,  Sup, nil, 1, 3    ; Phi
None6,              5,-2,  no,  no,  1, 4    ; Phy
Plastics,           5, 1,  Eng, AFl, 0, 1    ; Pla
None7,              4,-1,  no,  no,  1, 4    ; Plu
Genetic Manipulatio,5, 0,  Gen, Fli, 3, 4    ; PT 
Air Advance I,      6,-2,  nil, nil, 1, 0    ; Pot
Radar,              5,-1,  Ind, nil, 1, 0    ; Rad
None8,              0, 0,  no,  no,  1, 4    ; RR 
Recycling,          4, 2,  MP,  nil, 3, 2    ; Rec
Rocket Engine,      0, 0,  Cer, nil, 1, 0    ; Ref
GM Crops,           5, 1,  Fli, nil, 3, 4    ; Rfg
Parliamentary Democracy,5, 1,  Mon, Ldr, 0, 2    ; Rep
Robotics,           6, 1,  Min, Pla, 1, 3    ; Rob
Rotary Wing Aircraf,6,-2,  nil, nil, 1, 0    ; Roc
None9,              6,-1,  no,  no,  1, 4    ; San
None10,             4,-1,  no,  no,  1, 4    ; Sea
Bra-Chi Tech,       0, 0,  no,  no,  0, 4    ; SFl
None11,             6, 0,  no,  no,  1, 4    ; Sth
Re-entry Vehicles,  5, 1,  Cst, Eco, 2, 3    ; SE 
Modern Ships,       4,-1,  nil, nil, 3, 0    ; Stl
Superconductor,     6, 2,  Met, Min, 3, 4    ; Sup
Bra-Col-Per Tech,   6,-2,  no,  no,  0, 4    ; Tac
Mobile Warfare II,  0, 0,  nil, nil, 1, 0    ; The
Arg-Col-Ven Tech,   5, 0,  no,  no,  0, 4    ; ToG
Air Advance II,     0, 0,  nil, nil, 1, 0    ; Tra
Higher Education,   5, 2,  Bri, nil, 1, 2    ; Uni
Space Shuttle,      4, 1,  SE,  nil, 2, 3    ; War
USA-Chi Tech,       4, 1,  no,  no,  0, 4    ; Whe
Chi-Ven Tech,       0, 0,  no,  no,  0, 4    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 4    ; FT 
Arg-Ven Tech,       0, 0,  no,  no,  0, 4    ; U1 
Arg-Per Tech,       0, 0,  no,  no,  0, 4    ; U2 
USA Tech,           0, 0,  no,  no,  0, 4    ; U3 
Not Venezuela,      0, 0,  no,  no,  0, 4    ; X1 
Not Colombia,       0, 0,  no,  no,  0, 4    ; X2 
Not Brazil,         0, 0,  no,  no,  0, 4    ; X3 
Not Argentina,      0, 0,  no,  no,  0, 4    ; X4 
Not Chile,          0, 0,  no,  no,  0, 4    ; X5 
Not Peru,           0, 0,  no,  no,  0, 4    ; X6 
Not USA,            0, 0,  no,  no,  0, 4    ; 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,
Capital,                  10,10,    Eng,
Barracks,                  4, 1,    Ban,
Grain Silos,               6, 1,    Eng,
Stadium,                   6, 1,    Lab,
Foodshop,                  5, 1,    Bro,
Public School,             8, 1,    Bri,
Courthouse,                8, 1,    Aut,
City Defenses,             1, 0,    Ban,
Waterworks,                8, 1,    Too,
Federal Bank,             12, 2,    MT, 
Cathedral,                12, 2,    Lab,
University,               16, 2,    Uni,
Bus System,               16, 2,    Alp,
Cinema,                   10, 2,    Lab,
Factory Complex,          24, 3,    MP, 
Assembly Line,            20, 3,    Rob,
SDI Defense,              20, 4,    no, 
Railway System,           20, 2,    MP, 
Oil Refinery,             20, 3,    Map,
Hydro-Electric Dam,       24, 3,    Ind,
Nuclear Plant,            16, 3,    NP, 
Stock Market,             16, 2,    Mob,
Sewage System,            12, 2,    Too,
Industrial Farm,          10, 3,    Rfg,
Highways System,          20, 3,    Alp,
Research Center,          16, 2,    Cmp,
AA Defenses,              10, 2,    E1, 
Coastal Battery,          10, 1,    nil,
Solar Wind Generators,    32, 3,    Inv,
Harbor,                    6, 1,    Eng,
Offshore Platform,        16, 3,    Map,
International Airport,    16, 3,    Pot,
Military Police,           6, 1,    Mon,
Naval Base,                8, 3,    Ban,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Currency Reserves),      60, 0,    Mob,
Agriculture Power,        20, 0,    nil,
Maracan,                 20, 0,    nil,
Copper Mines,             120, 0,    nil,
US Naval Admiralty,       20, 0,    nil,
Research Institute,       20, 0,    E2, 
Carnival,                 50, 0,    nil,
Coffee Plantations,       30, 0,    nil,
Cerro Aconcagua,          20, 0,    nil,
Brazil Industrial Power,  30, 0,    nil,
Gem Deposits,             20, 0,    nil,
Cristo Redentor,          40, 0,    nil,
Cosmodrome,               140, 0,    AFl,
Panama Canal,             160, 0,    nil,
Iguaz Falls,             20, 0,    nil,
XXXX,                     100, 0,    no, 
Amazonas,                 25, 0,    nil,
Tin Mines,                140, 0,    nil,
IMF,                      20, 0,    nil,
The Monumental,           180, 0,    nil,
Moai Heads,               40, 0,    no, 
Machu Picchu,             30, 0,    nil,
Intelligence Agency,      90, 0,    Esp,
Venezuelan Oil Fields,    60, 0,    nil,
XXXX,                     60, 0,    no, 
OEA Council,              20, 0,    nil,
Space Program,            60, 0,    Cst,
Moon Landing,             20, 0,    Feu,
Kukulcan Pyramid,         10, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Agriculture Power
nil,        ; Maracan
nil,        ; Copper Mines
nil,        ; US Naval Admiralty
nil,        ; Research Institute
nil,        ; Carnival
Lab,        ; Coffee Plantations
Lab,        ; Cerro Aconcagua
nil,        ; Brazil Industrial Power
Lab,        ; Gem Deposits
nil,        ; Cristo Redentor
nil,        ; Cosmodrome
Lab,        ; Panama Canal
nil,        ; Iguaz Falls
no,         ; XXXX
nil,        ; Amazonas
Lab,        ; Tin Mines
nil,        ; IMF
Lab,        ; The Monumental
no,         ; Moai Heads
Lab,        ; Machu Picchu
nil,        ; Intelligence Agency
Lab,        ; Venezuelan Oil Fields
no,         ; XXXX
nil,        ; OEA Council
nil,        ; Space Program
nil,        ; Moon Landing
nil,        ; Kukulcan Pyramid


;
;    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
OEA Inf.,     CA,  0,  2.,0,  4a,4d,  2h,1f,  3,0,  1, nil, 000000000000000
Engineers,    nil, 0,  3.,0,  0a,1d,  1h,1f, 10,0,  5, Eng, 000000000000000
US Inf.,      X7,  0,  2.,0,  5a,4d,  3h,2f,  4,0,  0, Csc, 000000000000000
Chilean Inf., X5,  0,  2.,0,  5a,4d,  2h,1f,  3,0,  0, Csc, 000000000000000
Peruvian Inf.,X6,  0,  2.,0,  5a,4d,  2h,1f,  3,0,  0, Csc, 000000000000000
Brazilian Inf.,X3,  0,  2.,0,  5a,4d,  2h,1f,  3,0,  0, Csc, 000001000000000
Colombian Inf.,X2,  0,  2.,0,  5a,4d,  2h,1f,  3,0,  0, Csc, 000000000000000
Bell UH-1,    nil, 1,  8.,0,  6a,3d,  2h,2f,  6,0,  0, CA,  100000000000001
Impassable Terrain,nil, 0,  0.,2,  1a,40d, 4h,1f,  5,0,  1, no,  010000000000000
Guerrillas,   no,  0,  2.,0,  5a,5d,  2h,1f,  3,0,  0, no,  000001001000010
Argentine Inf.,X4,  0,  2.,0,  5a,4d,  2h,1f,  3,0,  0, Csc, 000000000000000
Stinger,      nil, 0,  2.,0,  4a,5d,  2h,1f,  4,0,  1, CA,  010000000010000
Marines,      nil, 0,  2.,0,  7a,4d,  2h,2f,  6,0,  0, Amp, 000001001000100
Paratroopers, nil, 0,  2.,0,  6a,4d,  2h,2f,  5,0,  0, CA,  000000101000000
Venezuela Inf.,X1,  0,  2.,0,  5a,4d,  2h,1f,  3,0,  0, Csc, 000000000000000
AMX-13,       U2,  0,  3.,0, 14a,3d,  2h,3f,  7,0,  0, The, 000000001000000
M109,         SFl, 0,  3.,0, 14a,3d,  2h,3f,  7,0,  0, The, 000000001000000
Roland AA,    U1,  0,  3.,0,  3a,5d,  2h,2f,  7,0,  1, The, 010000000010000
ASTROS II,    X3,  0,  3.,0,  3a,5d,  2h,2f,  7,0,  1, E1,  010000000010000
Cruise Missile,nil, 1, 12.,1, 20a,0d,  2h,4f, 13,0,  0, Nav, 001000001000000
TAM,          X4,  0,  4.,1, 10a,4d,  3h,2f,  8,0,  0, Chi, 000000001000000
Osrio,       X3,  0,  4.,0, 12a,4d,  3h,2f,  9,0,  0, Chi, 000000001000000
M41,          CA,  0,  4.,0,  8a,3d,  2h,2f,  7,0,  0, nil, 000000001000000
MLRS,         U3,  0,  3.,0,  3a,5d,  3h,3f,  7,0,  1, E1,  010000000010000
AMX-30,       Wri, 0,  4.,0, 11a,4d,  3h,2f,  8,0,  0, The, 000000001000000
T-72,         X6,  0,  4.,0, 11a,4d,  3h,2f,  8,0,  0, Chi, 000000001000000
Leopard,      SFl, 0,  4.,0, 12a,4d,  3h,2f,  9,0,  0, The, 000000001000000
Super Hornet, U3,  1, 12.,3, 13a,4d,  3h,4f, 12,0,  3, Tra, 000000000010001
A1-AMX,       X3,  1, 11.,2, 12a,4d,  3h,3f, 11,0,  3, Pot, 000000000010001
Mirage,       ToG, 1, 11.,2, 12a,4d,  3h,3f, 11,0,  3, Tra, 000000000010001
Pucar,       X4,  1, 10.,2, 11a,3d,  3h,2f, 10,0,  3, Pot, 000000000010001
F-5 Tiger,    SFl, 1, 10.,2, 11a,3d,  3h,3f, 10,0,  3, Tra, 000000000010001
K-Fir C-2,    X2,  1, 11.,2, 12a,4d,  3h,3f, 11,0,  3, Pot, 000000000010001
Mig-29,       X6,  1, 12.,2, 13a,4d,  3h,4f, 12,0,  3, Pot, 000000000010001
Su-25,        X6,  1, 11.,2, 12a,4d,  3h,3f, 11,0,  3, Pot, 000000000010001
B-2,          U3,  1, 18.,3, 18a,4d,  3h,5f, 18,0,  0, Tra, 000000001000001
Transport,    nil, 2, 12.,0,  0a,4d,  2h,1f,  6,6,  4, Amp, 000000000000000
Frigate,      nil, 2, 16.,0, 10a,6d,  3h,3f, 10,0,  2, Stl, 100000000000001
Destroyer,    nil, 2, 14.,0, 13a,8d,  4h,4f, 14,0,  2, Stl, 010000000000001
Submarine,    nil, 2, 12.,0, 11a,5d,  3h,4f,  9,0,  2, Stl, 100000000001000
Carrier,      no,  2, 12.,0,  0a,9d,  3h,2f, 25,0,  2, no,  010000010000001
Sherman,      X2,  0,  3.,0,  8a,3d,  2h,2f,  7,0,  0, Chi, 000000000000000
155 mm.,      nil, 0,  2.,0, 12a,2d,  2h,3f,  5,0,  0, Exp, 000000001000000
M1A1 Abrams,  U3,  0,  4.,0, 13a,5d,  3h,3f, 10,0,  0, Chi, 000000001000000
EE-9 Cascabel,Tac, 0,  4.,0,  3a,6d,  2h,2f,  6,0,  1, Mas, 000000000000000
Paladin,      U3,  0,  3.,0, 15a,4d,  2h,4f,  8,0,  0, The, 000000001000000
Rayo,         X5,  0,  3.,0,  3a,5d,  2h,2f,  6,0,  1, E1,  010000000010000
Secret Agent, nil, 0,  2.,0,  0a,1d,  2h,1f,  8,0,  6, Esp, 000001000000010
Freight Truck,nil, 0,  4.,0,  0a,1d,  2h,1f,  5,0,  7, Cor, 000000000000011
F-16,         Whe, 1, 12.,3, 14a,5d,  3h,4f, 13,0,  3, Tra, 000000000010001
T-55,         X6,  0,  4.,0,  9a,3d,  2h,2f,  7,0,  0, The, 000000000000000
ZSU-23,       X6,  0,  3.,0,  3a,5d,  2h,2f,  6,0,  1, E1,  010000000010000
NATO Inf.,    X7,  0,  2.,0,  5a,4d,  2h,1f,  3,0,  0, Csc, 000000000000000
Sea Harrier,  U3,  1, 12.,3, 13a,4d,  3h,4f, 12,0,  3, Pot, 000000000010001
Delta Force,  U3,  0,  2.,0,  7a,4d,  2h,3f,  7,0,  0, CA,  000001101000110
AH-64 Apache, U3,  1,  8.,0,  8a,4d,  2h,3f,  8,0,  0, Roc, 100000000000001
A-109 Hirundo,X4,  1,  8.,0,  7a,4d,  2h,2f,  7,0,  0, Roc, 100000000000001
Mi-24,        X6,  1,  8.,0,  7a,4d,  2h,3f,  7,0,  0, Roc, 100000000000001
SA 341 Gazelle,X3,  1,  8.,0,  6a,4d,  2h,2f,  6,0,  0, CA,  100000000000001
SA-13,        X6,  0,  3.,0,  3a,5d,  2h,2f,  6,0,  1, E1,  010000000010000
M113,         nil, 0,  4.,0,  3a,6d,  2h,2f,  6,0,  1, Mas, 000000000000000
M2 Bradley,   U3,  0,  4.,0,  3a,6d,  3h,3f,  6,0,  1, Mas, 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,     2,2,  0,1,0,   yes, 1, 5, 2,   no,  1, 5,  2,  Pln,   ; Drt
Steppe,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  1,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   yes, 0,15,  1,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 2,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  2,1,1,   yes, 1,10, 0,   yes, 5,20,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  2,  Hil,   ; Mou
Tundra,     2,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    3,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  2,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 2,   For, 0,15,  2,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 2,   For, 0,15,  2,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Moose,      1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Bird,       2,3,  3,2,0,
Coal,       2,4,  0,5,6,
Condor,     3,6,  0,2,7,
Sheep,      1,2,  3,1,0,
Seal,       3,3,  0,10,20,
Mud,        2,3,  1,4,0,
Gems,       3,3,  0,10,20,
Fish,       1,2,  3,0,3,
Llama,      3,3,  0,15,20,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Deer,       2,3,  2,3,4,
Factory,    2,2,  1,10,4,
Iron,       3,3,  0,10,20,
Furs,       1,2,  2,0,3,
Penguin,    2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Banana,     2,3,  4,0,1,
Fish,       1,2,  3,0,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      General,     Leader
Parliamentary Monarchy,Prime Minister,Prime Minister
Socialist Republic,President,    President
Bolivarian Republic, President,      President
Liberal Democracy,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
Joseph Stalin,None,                0, 1, 0, Russians,    Russian,     1,  1, -1,
Hiro Hito,    None,                1, 2, 1, Japanese,    Japanese,   -1, -1, -1,     4, Emperor, Empress
Adolf Hitler, None,                0, 3, 0, Germans,     German,      1,  1, -1,
Ukendte Leder,None,                0, 4, 2, Neutrals,    Neutral,    -1, -1,  1,
Franklin D. Roosevelt,None,                0, 5, 1, United States,United States, 1,  1, -1,
Winston Churchill,None,                0, 6, 0, British,     British,     1,  1, -1,     6, Prime Minister, Prime Minister
Chiang Kai-Shek,None,                0, 7, 2, Chinese,     Chinese,     0,  0,  1,     2, General, General
Niccolo Machiavelli,None,                0, 1, 0, Rebels,      Rebel,       1,  0, -1,
Fredrich Engels,None,                0, 2, 0, Radicals,    Radical,     1,  0,  0,
Jean Rousseau,None,                0, 3, 0, Nationals,   National,    1,  1,  1,
Alexis Tocqueville,None,                0, 4, 0, Revolution,  Revolution,  0, -1,  1,     1, General, General
Pierre Proudhon,None,                0, 5, 0, Federals,    Federal,     0,  0,  1,
Francisco Suarez,None,                0, 6, 0, Liberals,    Liberal,     0,  1,  0,
Protobon Marx,None,                0, 7, 3, Republics,   Republic,    1,  1, -1,     1, General, General
Niccolo Machiavelli,None,                0, 1, 0, Rebels,      Rebel,       1,  0, -1,
Fredrich Engels,None,                0, 2, 0, Radicals,    Radical,     1,  0,  0,
Jean Rousseau,None,                0, 3, 0, Nationals,   National,    1,  1,  1,
Alexis Tocqueville,None,                0, 4, 0, Revolution,  Revolution,  0, -1,  1,     1, General, General
Pierre Proudhon,None,                0, 5, 0, Federals,    Federal,     0,  0,  1,
Francisco Suarez,None,                0, 6, 0, Liberals,    Liberal,     0,  1,  0,
Protobon Marx,None,                0, 7, 3, Republics,   Republic,    1,  1, -1,     1, General, General

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
Armaments,
Lumber,
Gems,
Cloth,
Electronics,
Coal,
Copper,
Synthetics,
Wine,
Mfg. Goods,
Steel,
Wheat,
Rubber,
Chemicals,
Petroleum,
Tin,


@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
Councillor
Representative
Senator
Minister
President
World Leader

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













