;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
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
6       ; 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, Plu, 2, 3    ; AFl
Western Tech,       0, 0,  no,  no,  2, 2    ; Alp
Amphibious Warfare, 3,-2,  nil, nil, 3, 0    ; Amp
Eastern Tech,       0, 0,  no,  no,  2, 2    ; Ast
Atomic Theory,      4,-1,  nil, nil, 3, 3    ; Ato
GPS,                6,-1,  no,  no,  2, 3    ; Aut
Adv. Jet Engine,    4, 0,  Plu, Cer, 1, 4    ; Ban
Education System,   5, 0,  nil, nil, 1, 2    ; Bri
Adv. Stealth,       6, 1,  no,  no,  2, 4    ; Bro
Liquid Flammables,  7,-1,  nil, nil, 0, 3    ; Cer
Spy Satellites,     6,-1,  AFl, nil, 2, 3    ; Che
Mobile Warfare I,   6,-2,  Cmb, nil, 2, 0    ; Chi
VTOL Engine,        6,-2,  no,  no,  2, 4    ; CoL
Combined Arms,      5,-1,  Chi, Pot, 0, 0    ; CA 
Combustion,         5,-1,  nil, nil, 2, 0    ; Cmb
Communism,          5, 0,  nil, nil, 0, 2    ; Cmn
Computers,          5, 3,  Min, Ind, 1, 3    ; Cmp
Conscription,       5,-1,  nil, nil, 0, 0    ; Csc
Space Program,      6, 3,  AFl, nil, 2, 3    ; Cst
The Corporation,    4, 0,  nil, nil, 2, 1    ; Cor
Obs. Tanks,         4,-1,  no,  no,  2, 0    ; Cur
Democracy,          5, 1,  nil, nil, 0, 2    ; Dem
Ceramic Composites, 4, 1,  no,  no,  2, 3    ; Eco
Adv. Rocketry,      6,-1,  Cer, Plu, 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,  no,  no,  3, 2    ; Env
Espionage,          5,-2,  Cmn, Dem, 2, 2    ; Esp
Heavy Artillery,    4,-1,  nil, nil, 0, 0    ; Exp
Naval Air Defense,  5,-1,  Pot, nil, 0, 4    ; Feu
Computer Networks,  6, 2,  no,  no,  1, 3    ; Fli
Fundamentalism,     4,-2,  nil, nil, 0, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,4, 3,  no,  no,  3, 4    ; Gen
not used,           5,-3,  no,  no,  0, 1    ; Gue
Saturn Moon Rockets,6,-2,  E1,  Hor, 2, 3    ; Gun
First Space Walk,   6,-1,  Cst, nil, 2, 3    ; Hor
Electronics,        6, 2,  nil, nil, 1, 3    ; Ind
Thermal Sensoring,  6, 0,  no,  no,  1, 4    ; Inv
Satellite Communica,5, 0,  no,  no,  2, 3    ; Iro
Air Advance VII,    0, 0,  no,  no,  1, 0    ; Lab
Telemetry,          8, 2,  E2,  Met, 2, 3    ; Las
Fly by Wire,        0, 0,  no,  no,  1, 4    ; Ldr
Globalization,      6, 2,  no,  no,  3, 1    ; Lit
Sanitation,         6,-2,  Eng, nil, 0, 1    ; Too
Orbital Platform,   5,-1,  no,  no,  2, 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,  Mob, Cor, 3, 1    ; Mat
Laser Targeting,    4,-1,  no,  no,  1, 4    ; Med
Microwaves,         6,-1,  Rad, nil, 0, 1    ; Met
Microprocessor,     8, 3,  Ind, Uni, 1, 3    ; Min
Capitalism,         8, 2,  MT,  nil, 2, 1    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
Banking System,     5, 1,  nil, nil, 1, 1    ; MT 
Non-Metallic Compos,5, 0,  no,  no,  2, 4    ; Mys
Cruise Missiles,    7,-2,  no,  no,  0, 3    ; Nav
Nuclear Fission,    6,-2,  Ato, Uni, 3, 3    ; NF 
Nuclear Power,      3,-1,  NF,  nil, 3, 3    ; NP 
Fibre Optics,       8, 3,  no,  no,  1, 3    ; Phi
MIRVs,              5,-2,  E1,  Cst, 2, 3    ; Phy
Plastics,           5, 1,  Eng, AFl, 0, 1    ; Pla
Jet Engine,         4,-1,  nil, nil, 1, 0    ; Plu
Phased Array Radar, 5, 0,  no,  no,  1, 4    ; PT 
Air Advance I,      6,-2,  Plu, nil, 1, 0    ; Pot
Radar,              5,-1,  Ind, nil, 1, 0    ; Rad
not used,           0, 0,  no,  no,  3, 4    ; RR 
Recycling,          4, 2,  MP,  nil, 3, 2    ; Rec
Air Advance III,    0, 0,  no,  no,  1, 0    ; Ref
Rocket Engine,      5, 1,  Cer, nil, 0, 3    ; Rfg
Parliamentary Democracy,5, 1,  nil, nil, 0, 2    ; Rep
Robotics,           6, 1,  Min, Pla, 1, 3    ; Rob
Air Advance II,     6,-2,  Pot, Ban, 1, 0    ; Roc
UAVs,              6,-1,  no,  no,  2, 4    ; San
Obs. Aircrafts,     4,-1,  no,  no,  1, 0    ; Sea
Air Advance IV,     0, 0,  no,  no,  1, 0    ; SFl
Stealth Tech,       6, 0,  no,  no,  2, 4    ; Sth
Re-entry Vehicles,  5, 1,  no,  no,  2, 3    ; SE 
Modern Ships,       4,-1,  nil, nil, 3, 0    ; Stl
Superconductor,     6, 2,  Met, Min, 3, 4    ; Sup
Hydrogen Fission,   6,-2,  NF,  nil, 3, 3    ; Tac
Air Advance V,      0, 0,  no,  no,  1, 0    ; The
FLIR Targeting,     5, 0,  no,  no,  2, 4    ; ToG
Air Advance VI,     0, 0,  no,  no,  1, 0    ; Tra
Higher Education,   5, 2,  nil, nil, 1, 2    ; Uni
Space Shuttle,      4, 1,  no,  no,  2, 3    ; War
Thurst Vectoring,   4, 1,  no,  no,  2, 4    ; Whe
Helicopter Obs,     0, 0,  no,  no,  1, 0    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 4    ; FT 
Bomber Obs,         0, 0,  no,  no,  1, 4    ; U1 
NATO Obs,           0, 0,  no,  no,  2, 2    ; U2 
WEST Obs,           0, 0,  no,  no,  2, 2    ; U3 
Not UAR,            0, 0,  no,  no,  2, 2    ; X1 
Not Israel,         0, 0,  no,  no,  2, 2    ; X2 
Not NATO,           0, 0,  no,  no,  2, 2    ; X3 
Not Arab,           0, 0,  no,  no,  2, 2    ; X4 
Not Russian,        0, 0,  no,  no,  2, 2    ; X5 
Not Yugoslav,       0, 0,  no,  no,  2, 2    ; X6 
Not USA,            0, 0,  no,  no,  2, 2    ; 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,
Seat of Government,       10, 0,    nil,
Army Base,                 4, 1,    nil,
Grain Storage,             6, 1,    nil,
Stadium,                   6, 1,    nil,
Bank,	                   5, 1,    nil,
Public School,             8, 1,    Bri, 
Local Administration,      8, 1,    nil,
City Defences,            12, 1,    nil,
Waterworks,                8, 1,    nil,
Federal Bank,             12, 2,    MT, 
House of God,             12, 2,    nil,
University,               16, 2,    Uni,
Bus System,               16, 2,    Cmb,
Cinema,                   10, 2,    nil,
Industrial Complex,       24, 3,    Mob,
Heavy Industries,         20, 4,    MP, 
SDI Defense,              20, 4,    no, 
Railway System,           20, 2,    MP, 
Coal Power Plant,         20, 3,    Map,
Gas Power Plant,          24, 3,    Ind,
Nuclear Power Plant,      16, 2,    NP, 
Stock Exchange,           16, 2,    Mob,
Sewage System,            12, 2,    nil, 
Industrial Farm,          10, 3,    nil,
Highway System,           20, 3,    Eng,
Research Center,          16, 2,    Cmp,
AA Defences,              10, 2,    Pot,
Coastal Battery,          10, 1,    Stl,
Waste Separation Plant,   32, 4,    Env, 
Fishing Industry,          6, 1,    nil,
Industrial Port,	  16, 3,    Map,
International Airport,    16, 3,    Pot,
Secret Police,             6, 1,    Cmn,
Naval Base,                8, 2,    Stl,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Currency Reserves),      60, 0,    Mob,
Collective Farms,         20, 0,    nil,
Ka'aba,                   20, 0,    nil,
Globalization,            120, 0,   no, 
US Naval Admiralty,       20,50,    nil,
Interned Scientists,      20, 0,    nil,
First Space Walk,         50, 0,    nil,
Security Treaty,          30, 0,    nil,
Red Army,                 20, 0,    nil,
US Industrial Power,      30,40,    nil,
NATO Council,             20, 0,    nil,
Wall Street,              40,40,    Mob,
Moon Landing,             140, 0,   Gun,
GPS,                      160, 0,   no, 
Kremlin,                  20, 0,    nil,
Arms Race,                100, 0,   Cmb,
Warsaw Pact,              25, 0,    nil,
Cosmodrome,               20, 0,    AFl,
Communist Party,          20, 0,    nil,
Space Station,            180, 0,   no, 
Statue of Liberty,        40, 0,    nil,
Vatican,                  30, 0,    nil,
Intelligence Agency,      90, 0,    Esp,
Arabian Oil Fields,       60, 0,    nil,
Nuclear Proliferation,    60, 0,    NF, 
UN Security Council,      20, 0,    nil,
Apollo Program,           60, 0,    Cst,
SETI Program,             140, 0,   no, 
Titos Partizans,         10, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Kollektiv Farms
nil,        ; Ka'abla
nil,        ; Globalization
nil,        ; US Naval Admiralty
Amp,        ; Interned Scientists
nil,        ; First Space Walk
nil,        ; Forbidden City
nil,        ; Red Army
nil,        ; US Industrial Power
nil,        ; NATO Council
nil,        ; Wall Street
nil,        ; Moon Landing
nil,        ; GPS
nil,        ; Kremlin
nil,        ; Arms Race
nil,        ; Tianamen Square
nil,        ; Cosmodrome
nil,        ; Communist Party
nil,        ; Space Station
nil,        ; Statue of Liberty
nil,        ; Vatican
nil,        ; Intelligence Agency
nil,        ; Arabian Oil Fields
nil,        ; Manhattan Project
nil,        ; UN Council
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Maos Long March


;
;    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
Neutral Army,	X1,  0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Csc, 000000001000000
Engineers,	nil, 0,  2.,0,  0a,1d,  1h,1f, 10,0,  5, Eng, 000000000000000
US Army,	X7,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  0, Csc, 000000001000000
Soviet Army,	X5,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  0, Csc, 000000001000000
NATO Army,	X3,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  0, Csc, 000000001000000
Yugoslav Army,	X6,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  0, Csc, 000000001000000
Arab Army,	X4,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  0, Csc, 000000001000000
Helicopter,	Wri, 1,  8.,0,  6a,3d,  2h,2f,  6,0,  0, CA,  100000000000001
Terrorists,	X4,  0,  1.,2,  8a,1d,  1h,4f,  2,0,  0, Fun, 001101001000010
IDF Infantry,	X2,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  0, Csc, 000000001000000
UAR Army,	X1,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  0, Csc, 000000001000000
Stinger,	nil, 0,  1.,0,  4a,5d,  2h,1f,  5,0,  1, CA,  010000000010000
Marines,	nil, 0,  1.,0,  8a,5d,  2h,2f,  7,0,  0, Amp, 000001001000100
Paratroopers,	nil, 0,  1.,0,  6a,5d,  2h,1f,  6,0,  0, CA,  000000101000000
Spy Satellite,	nil, 1, 42.,4,  0a,9d,  4h,1f, 20,0,  1, Che, 000000000000011
ZSU-23,		nil, 0,  2.,0, 14a,3d,  2h,3f,  8,0,  0, Ast, 010000000010000
M109,		nil, 0,  2.,0, 14a,3d,  2h,3f,  8,0,  0, Alp, 000000001000000
M163 Vulcan,	nil, 0,  2.,0,  3a,5d,  2h,2f,  7,0,  1, Alp, 010000000010000
T-54/55,	X5,  0,  3.,1,  9a,3d,  3h,1f,  8,0,  0, Chi, 000000000000000
Guided Missile,	nil, 1, 12.,1, 20a,0d,  2h,4f, 10,0,  0, E1,  001000001000010
M-60A1,		X7,  0,  3.,1, 10a,4d,  3h,2f,  9,0,  0, Chi, 000000000000000
T-62,		X5,  0,  3.,2, 10a,4d,  3h,2f,  9,0,  0, Chi, 000000000000000
Chieftain Mk.2,	X3,  0,  3.,2, 10a,4d,  3h,2f,  9,0,  0, Chi, 000000000000000
Bomber,		U1,  1, 12.,2, 12a,3d,  2h,3f, 12,0,  0, Sea, 000000001000001
T-34/61,	X6,  0,  3.,1,  6a,3d,  3h,1f,  8,0,  0, Cur, 000000000000000
T-54/55,	X4,  0,  3.,1,  9a,3d,  3h,1f,  8,0,  0, Cur, 000000000000000
M-48 Patton 2,	U3,  0,  3.,1,  9a,3d,  3h,1f,  8,0,  0, Cur, 000000000000000
F-4B Phantom II,X7,  1, 11.,2, 12a,4d,  3h,3f, 11,0,  3, Pot, 010000000010001
Su-15 Flagon,	X5,  1, 11.,2, 11a,4d,  3h,3f, 11,0,  3, Roc, 010000000010001
Electric Lightning,X3,1,10.,2, 10a,3d,  3h,3f, 10,0,  3, Pot, 010000000010001
Su-15 Flagon,	X6,  1,  9.,2,  8a,2d,  3h,3f,  9,0,  3, Sea, 010000000010001
F-105A Thunderchief,U3,1,9.,2,  8a,3d,  3h,3f,  9,0,  3, Sea, 010000000010001
F-111A Aardvark,X7,  1, 12.,2, 14a,4d,  3h,3f, 12,0,  3, Roc, 010000000010001
MiG-21 Fishbed,	X5,  1, 11.,2, 10a,3d,  3h,3f, 10,0,  3, Pot, 010000000010001
Mirage V,	X3,  1, 11.,2, 12a,4d,  3h,3f, 11,4,  3, Roc, 010000000010001
B-52 Stratofortress,X7,1,16.,3,16a,4d,  3h,4f, 16,6,  0, Pot, 000000001000001
Transport Ship,	nil, 2,  6.,0,  0a,4d,  2h,1f,  6,6,  4, Amp, 000000000000010
Frigate,	nil, 2, 11.,0,  8a,6d,  2h,3f,  8,0,  2, Stl, 100000000000001
Destroyer,	nil, 2, 10.,0, 10a,7d,  3h,4f, 11,0,  2, Stl, 000000000000001
Cruiser,	nil, 2,  9.,0, 13a,9d,  4h,4f, 15,0,  2, Feu, 010000000000000
FV-610 Saladin,	U2,  0,  2.,0,  3a,5d,  2h,2f,  6,0,  1, Cur, 000000000000000
SSBN Submarine,	nil, 2, 10.,0, 10a,6d,  3h,4f, 12,0,  2, NP,  100000000001011
Howitzer,	nil, 0,  1.,0, 12a,2d,  2h,3f,  6,4,  0, Exp, 000000001000000
SSN Submarine,	nil, 2,  8.,0,  8a,2d,  2h,3f,  7,0,  2, Cmb, 100000000001010
M-113A,		X7,  0,  3.,1,  3a,6d,  2h,2f,  6,7,  1, Mas, 000000000000000
Fleet Carrier,	nil, 2, 10.,0,  2a,9d,  3h,2f, 25,0,  4, Feu, 010000010000001
Chemical Rocket,nil, 1, 10.,1, 14a,0d,  2h,3f, 10,0,  0, E1,  001000001000010
Secret Agent,	nil, 0,  2.,0,  0a,1d,  2h,1f,  8,0,  6, Esp, 000000000000010
Freight Truck,	nil, 0,  2.,0,  0a,1d,  2h,1f,  5,0,  7, Cor, 000000000000011
Rebel Forces,	CA,  0,  1.,0,  5a,5d,  2h,1f,  1,0,  1, no,  000000001000010
ICBM,		nil, 1, 42.,1, 99a,0d,  1h,1f, 40,0,  0, Phy, 001000000000010
MRBM,		nil, 1, 20.,1, 99a,0d,  1h,1f, 30,0,  0, Tac, 001000000000010
Tu-95 Bear,	X5,  1, 16.,3, 16a,4d,  3h,4f, 16,1,  0, Pot, 000000001000001
B-2 Canberra,	X3,  1, 14.,3, 15a,4d,  3h,4f, 15,0,  0, Pot, 000000001000001
Tu-16 Badger,	X6,  1, 16.,2, 14a,3d,  2h,3f, 14,0,  0, Pot, 000000001000001
MiG-21 Fishbed,	X4,  1,  9.,2,  8a,3d,  3h,3f,  9,0,  3, Sea, 010000000010001
AH-1 Cobra,	X7,  1,  8.,0,  7a,4d,  2h,2f,  7,0,  0, CA,  100000000000001
Ka-25 Hormone,	X5,  1,  8.,0,  7a,4d,  2h,2f,  7,0,  0, CA,  100000000000001
SA-341 Gazelle,	X3,  1,  8.,0,  6a,4d,  2h,2f,  6,0,  0, CA,  100000000000001
BMP-2,		X5,  0,  3.,2,  3a,6d,  2h,2f,  6,0,  1, Mas, 000000000000000
FV-432,		X3,  0,  3.,0,  3a,6d,  2h,2f,  6,0,  1, Mas, 000000000000000
Missile Silo,	nil, 0,  0.,0,  0a,7d,  2h,2f,  6,0,  1, no,  010000000001000
not used,	no,  0.  0.,0,  0a,1d,  1h,1f,  2,0,  0, 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,     1,2,  0,1,0,   yes, 2,15, 5,   no,  0, 0,  0,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   yes, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  3,1,0,   yes, 1, 5, 1,   yes, 0,10,  0,  Swa,   ; Grs
Forest,     3,3,  1,2,0,   no,  0, 0, 0,   no,  0, 0,  0,  Pln,   ; For
Hills,      3,5,  2,2,0,   no,  0, 0, 0,   yes, 5,10,  1,  no,    ; Hil
Mountains,  4,6,  0,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Mou
Urban,      2,2,  2,5,5,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Tundra,     2,1,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Arable,     2,3,  4,0,1,   yes, 4, 5, 1,   yes, 5,10,  3,  no,    ; Swa
Jungle,     3,4,  0,0,0,   no,  0,25, 6,   no,  0, 0,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Dairy Farm, 1,2,  6,3,1,
Wind Mill,  1,2,  3,1,3,
Paper Mill, 3,3,  1,3,5,
Coal Mine,  3,5,  0,8,2,
Copper,     4,6,  0,6,3,
Urban,      2,2,  2,5,5,
Tundra,     2,1,  0,0,0,
Orchard,    2,3, 10,2,4,
Jungle,     3,4,  0,0,0,
Rocks,      1,2,  0,0,0,
Oasis,      1,2,  5,1,3,
Wheat Farm, 1,2, 12,1,1,
Factory,    1,2,  0,5,5,
Saw Mill,   3,3,  1,3,5,
Copper Mine,3,5,  0,8,4,
Iron,       4,6,  0,6,2,
Urban,      2,2,  2,5,5,
Forest,     2,2,  0,0,0,
Estate,     2,3,  4,2,8,
Jungle,     3,4,  0,0,0,
Fish,       1,2,  2,2,3,



@GOVERNMENTS
Anarchy,		Mr.,			Ms.
Despotism,		General,		Leader
Parliamentary Monarchy,	Prime Minister,		Prime Minister
Communism,		President,		President
Fundamentalism,		Chairman,		Chairman
Liberal Democracy,	President,		President
Democracy,		Chancellor,		Chancellor

;
;   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
Nikita Krushchev,	None,	0, 1, 0, Soviet Union,		Soviet Union,		1,  1, -1,
Lyndon B. Johnson,	None,	1, 2, 1, United States,		United States,	       -1, -1, -1,
Charles de Gaulle,	None,	0, 3, 0, NATO,			NATO,			1,  1, -1,
Jozef Tito,		None,	0, 4, 2, Yugoslavia,		Yugoslavia,	       -1, -1,  1,
Gamal abd-el Nasser,	None,	0, 5, 1, United Arab Republic,	United Arab Republic,	1,  1, -1,
Levi Eshkol,		None,	0, 6, 0, State of Israel,	State of Israel,	1,  1, -1,
Abdel Kaliq Hassuna,	None,   0, 7, 2, Arab League,		Arab League,		0,  0,  1,
Nikita Krushchev,	None,	0, 1, 0, Soviet Union,		Soviet Union,		1,  1, -1,
Lyndon B. Johnson,	None,	1, 2, 1, United States,		United States,	       -1, -1, -1,
Charles de Gaulle,	None,	0, 3, 0, NATO,			NATO,			1,  1, -1,
Jozef Tito,		None,	0, 4, 2, Yugoslavia,		Yugoslavia,	       -1, -1,  1,
Gamal abd-el Nasser,	None,	0, 5, 1, United Arab Republic,	United Arab Republic,	1,  1, -1,
Levi Eshkol,		None,	0, 6, 0, State of Israel,	State of Israel,	1,  1, -1,
Abdel Kaliq Hassuna,	None,   0, 7, 2, Arab League,		Arab League,		0,  0,  1,
Nikita Krushchev,	None,	0, 1, 0, Soviet Union,		Soviet Union,		1,  1, -1,
Lyndon B. Johnson,	None,	1, 2, 1, United States,		United States,	       -1, -1, -1,
Charles de Gaulle,	None,	0, 3, 0, NATO,			NATO,			1,  1, -1,
Jozef Tito,		None,	0, 4, 2, Yugoslavia,		Yugoslavia,	       -1, -1,  1,
Gamal abd-el Nasser,	None,	0, 5, 1, United Arab Republic,	United Arab Republic,	1,  1, -1,
Levi Eshkol,		None,	0, 6, 0, State of Israel,	State of Israel,	1,  1, -1,
Abdel Kaliq Hassuna,	None,   0, 7, 2, Arab League,		Arab League,		0,  0,  1,

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,
Uranium,
Cloth,
Electronics,
Coal,
Copper,
Synthetics,
Wine,
Mfg. Goods,
Steel,
Wheat,
Rubber,
Chemicals,
Petroleum,
Aluminum,


@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
Coward
Coward
PBEM Game
Coward
Coward
Single Player

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













