;
;   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)
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)
4       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; 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
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
25      ; Fundamentalism loses this % of science
66      ; Percent shield penalty for production type change
12      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Rapallo Treaty,     5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
StuKa Concept,      4, 1,  no,  no,  1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
German Reich,       6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Pioneer Troops,     4, 0,  Iro, Cst, 0, 4    ; Bri
Halftracks,         6,-1,  no,  no,  0, 4    ; Bro
Waffen SS,	    5, 0,  no,  no,  0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Cavalry Tactics,    4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Flight Navigation,  4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
not used,	    4, 0,  no,  no,  0, 4    ; Cst
Economic Autarchy,  4, 0,  Ind, Eco, 2, 1    ; Cor
Currency Reform,    4, 1,  Bro, nil, 0, 1    ; Cur
not used,           5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1
German Technology,  4, 1,  no,  no,  3, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
German-Soviet Pact, 3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Tank Tacticts,      4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fascism,            3,-2,  no,  no,  2, 2    ; Fun
Tank Strategies,    3, 0,  NP,  Sup, 3, 3    ; FP
Field Medicine,     3, 2,  Cmp, Med, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Front Supplies,     4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
General Staff,      5,-1,  Bro, War, 0, 4    ; Iro
High Command,       4,-1,  MP,  Pla, 3, 2    ; Lab
FlaK Gun,           4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Military Academies, 5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Fighter Tech I,     4,-1,  Phy, Iro, 1, 3    ; Mag
Reconaissance,      6,-1,  Alp, nil, 0, 1    ; Map
Defence Structures, 4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Pharmaceutics,      4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Naval Economy,      4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Plu, 3, 0    ; Mob
not used,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT
Personal Cult,      4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Heavy Armor,        6,-2,  no,  no,  3, 3    ; NF
Motorized Infantry, 3, 0,  NF,  E2,  3, 3    ; NP
Art of War,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Soviet Union,	    4,-1,  no,  no,  3, 0    ; Plu  (Cst & Pot)
Fortifications,     4, 0,  Cer, Hor, 0, 2    ; PT
Howitzer Artillery, 4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR
Heaviest Artillery, 2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Mechanized Farming, 3, 1,  no,  no,  3, 1    ; Rfg
Republic,           5, 1,  CoL, Lit, 0, 2    ; Rep
Electrification,    5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
City Renewal,       4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Aerial Recon,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Reliable Chassis,   3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Sub-machine Guns,   4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Ideology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
War Rights,         4,-1,  nil, nil, 0, 0    ; War
Air Force Bombers,  4,-1,  Hor, nil, 0, 4    ; Whe
Supply Routes,      4, 2,  Alp, nil, 0, 3    ; Wri
Battle Plan Update, 1, 0,  nil, nil, 3, 3    ; ...
Mobility,	    4,-1,  Lab, Las, 3, 0    ; U1
Aerial Warfare,     4,-1,  CA,  Cmp, 3, 0    ; U2
Fighter Tech II,    3, 0,  Cmp, Dem, 3, 2    ; U3
Work Camps,         3, 0,  nil, nil, 0, 0    ; X1
Heavy Industries,   3, 0,  nil, nil, 0, 0    ; X2
Authoritarity,      3, 0,  nil, nil, 0, 0    ; X3
Machine Guns,       3, 0,  nil, nil, 0, 0    ; X4
Tank Gun,           3, 0,  nil, nil, 0, 0    ; X5
Basic Strategies,   3, 0,  nil, nil, 0, 0    ; X6
Basic Tactics,      3, 0,  nil, nil, 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,
Army Headquarter,         40, 5,    nil,
Supply Center,            20, 2,    nil,
Grain Storage,            6,  1,    no,
SS Guard Post,            12, 2,    no,
Market Square,            8,  1,    no,
School,                   8,  1,    no,
NKWD Post,                12, 2,    no,
Tank Defences,            20, 0,    no,
Water Supply,             8,  1,    no,
Light Industry,           10, 3,    no,
not used,                 0,  0,    no,
University,               16, 3,    no,
not used,                 0,  0,    no,
Field Hospital,           12, 1,    nil,
Steel Mill,               20, 4,    no,
Ammunition Plant,         32, 6,    no,
not used,                 0,  0,    no,
Total War Effort,         15, 1,    no,
not used,                 0,  0,    no,
Tank Factory,             24, 1,    no,
not Used,                 0,  0,    no,
not used,                 0,  0,    no,
Sewer System,             12, 2,    no,
Mechanized Farming,       6,  3,    no,
not used,                 0,  0,    no,
not used,                 0,  0,    no,
Flak Defence,             60, 2,    no,
Coastal Battery,          8,  1,    no,
War Propaganda,           10, 1,    no,
Fishing Fleet,            8,  1,    no,
Black Sea Trade Port,     16, 3,    no,
Military Airbase, 	  60, 3,    no,
Party Compound, 	  8,  2,    no,
Naval Base,               8,  1,    no,
not Used,                 0,  0,    no,
not Used,                 0,  0,    no,
not Used,                 0,  0,    no,
(Consumer Goods),         0,  0,    no,
not used,		  0,  0,    no,
not used,                 0,  0,    no,
not used,                 0,  0,    no,
not used,                 0,  0,    no,
not used,                 0,  0,    no,
Fort Stalin,              60, 0,    nil,
Sewastopol Fortress,      60, 0,    nil,
German Wehrmacht,         60, 0,    nil,
not used,                 0,  0,    no,
Maxim Gorki II,           60, 0,    nil,
Army Group Headquarter,   60, 0,    nil,
not used,                 0,  0,    no,
Black Sea Fleet,          60, 0,    nil,
not used,                 0,  0,    no,
not used,                 0,  0,    no,
Inkerman Heights,         60, 0,    nil,
not used,                 0,  0,    no,
Labor Front,              60, 0,    nil,
not used,                 0,  0,    no,
not used,                 0,  0,    no,
Maxim Gorki I,            60, 0,    nil,
not used,                 0,  0,    no,
not used,                 0,  0,    no,
not Used,                 0,  0,    no,
not used,                 0,  0,    no,
Aerial Reconaissance,     60, 0,    nil,
not used,                 0,  0,    no,
Communist Party,          60, 0,    nil,


;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ;not used
nil,        ;not used
nil,        ;not used
nil,	    ;not used
nil,        ;not used
nil,        ;Fort Stalin
Cmn,        ;Sewastopol Fortress
nil,        ;German Wehrmacht
nil,	    ;not used
Cmn,        ;Maxim Gorki II
nil,        ;Army Group Headquarter
nil,        ;not used
nil,        ;Black Sea Heights
nil,        ;not used
nil,        ;not used
nil,        ;Inkerman Heights
nil,        ;not used
nil,        ;Labor Front
nil,        ;not used
nil,        ;not used
nil,        ;Maxim Gorki I
nil,        ;not used
nil,        ;not used
nil,        ;not used
nil,        ;not used
nil,        ;Aerial Reconaissance
nil,        ;not used
nil,        ;Communist Party


;
;    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
Wehrmacht,		nil, 0,  1.,0,  6a,9d,  2h,1f, 10,0,  1, no,  000000001000000
Sturmpionier m/MP40,	nil, 0,  1.,0,  8a,6d,  4h,2f, 10,0,  0, no,  000001000000100
MG34 Schtze,		nil, 0,  1.,0,  8a,6d,  3h,2f, 10,0,  1, no,  000010001000000
PaK38 Trupp,		nil, 0,  2.,0,  9a,3d,  2h,2f, 12,0,  1, no,  000000000000000
MG34 Stellung,		nil, 0,  0.,0,  6a,10d, 2h,2f, 12,0,  1, no,  000010000000000
PzKw IV C,    		nil, 0,  3.,0, 16a,10d, 3h,3f, 20,0,  0, no,  000000000000000
StuG III C,   		nil, 0,  3.,0, 16a,8d,  3h,3f, 15,0,  0, no,  000000000000000
88mm FlaK/Pak,		nil, 0,  2.,0, 15a,6d,  2h,3f, 15,0,  0, no,  010010000000000
Panzergrenadiere,	nil, 0,  4.,0, 12a,10d, 3h,2f, 15,0,  0, no,  000000001000000
Resistance Position,	nil, 0,  0.,0,  6a,10d, 2h,2f, 10,0,  1, no,  000010000000000
Waffen SS Sturmtrupp,	nil, 0,  2.,0, 11a,9d,  3h,2f, 15,0,  0, no,  000000000000000
PzKw III C,   		nil, 0,  4.,0, 10a,7d,  2h,3f, 15,0,  0, no,  000000000000000
Bf109 E,		nil, 1, 16.,2, 11a,6d,  2h,2f, 30,0,  3, no,  000000000010001
Ju 87 B "StuKa",	nil, 1, 12.,2, 18a,4d,  3h,4f, 30,0,  0, no,  000000000000001
He 111 B Bomber,	nil, 1, 16.,3, 20a,4d,  3h,4f, 35,0,  0, no,  000000000000000
Barrage Blimp,		nil, 1,  0.,0,  1a,12d, 4h,2f,  2,0,  0, no,  000000000000000
80cm Artillerie "Dora",	nil, 0,  0.,0,  1a,8d,  2h,2f, 50,0,  0, no,  000000010000000
Oil Refinery, 		nil, 0,  0.,0,  1a,18d, 4h,2f, 18,0,  1, no,  000000000000000
60cm Granate, 		nil, 0, 16.,1, 16a,0d,  1h,6f,  5,0,  0, no,  001100001000000
80cm Granate, 		nil, 0, 20.,1, 18a,0d,  1h,8f,  5,0,  0, no,  001100001000000
Tank Defences,		nil, 0,  0.,0,  1a,12d, 6h,2f, 10,0,  1, no,  010010000000000
105mm Feldhaubitze,	nil, 0,  1.,0, 18a,2d,  3h,4f, 15,0,  0, no,  000000000000000
Industrial Estate,	nil, 0,  0.,0,  1a,18d, 4h,2f, 18,0,  1, no,  000000000000000
Bunker,       		nil, 0,  0.,0,  1a,18d, 7h,3f, 18,0,  1, no,  010010000000001
Bunker,       		nil, 0,  0.,0,  1a,16d, 6h,2f, 18,0,  1, no,  010010000000001
305mm Battery,		nil, 0,  0.,0,  0a,20d, 9h,2f, 30,0,  1, no,  010010010000000
305mm Artillery Shell,	nil, 1,  8.,1, 14a,0d,  1h,5f,  5,0,  0, no,  001100001000000
Rifle Infantry,		nil, 0,  1.,0,  5a,7d,  2h,1f,  8,0,  1, no,  000000001000000
Polit Commissar,	nil, 0,  2.,0,  9a,6d,  2h,2f, 15,0,  0, no,  000000001000000
MG Troop,		nil, 0,  1.,0,  8a,4d,  2h,2f, 10,0,  1, no,  000010001000001
NKWD Trooper, 		nil, 0,  2.,0,  9a,6d,  2h,2f, 15,0,  0, no,  000000001000000
Marine Infantry,	nil, 0,  1.,0,  8a,6d,  2h,2f, 10,0,  0, no,  000000000000100
30mm Anti-Tank Gun,	nil, 0,  2.,0,  8a,3d,  2h,2f, 12,0,  1, no,  000000000000000
45mm Anti-Tank Gun,	nil, 0,  2.,0, 11a,4d,  2h,2f, 20,0,  1, no,  000000000000000
60cm Artillerie "Karl",	nil, 0,  0.,0,  1a,6d,  1h,1f, 40,0,  0, no,  000000010000000
Cavalry,      		nil, 0,  2.,0,  5a,7d,  2h,1f,  8,0,  1, no,  000000000000000
T-34/81 Medium Tank,	nil, 0,  3.,0, 18a,12d, 4h,2f, 20,0,  0, no,  000000000000000
KV-1 Heavy Tank,	nil, 0,  2.,0, 20a,14d, 4h,3f, 25,0,  0, no,  000000000000000
Motorized Infantry,	nil, 0,  4.,0,  8a,8d,  2h,2f, 15,0,  0, no,  000000001000000
Katyusha Rockets,	nil, 0,  2.,0, 18a,2d,  3h,4f, 20,0,  0, no,  000000001000000
152mm Howitzer,		nil, 0,  2.,0, 22a,2d,  2h,5f, 20,0,  0, no,  000000001000000
MG Position,  		nil, 0,  0.,0,  6a,10d, 2h,2f, 10,0,  1, no,  000010000000001
Yak-9 Fighter,		nil, 1, 16.,2, 10a,5d,  2h,2f, 30,0,  3, no,  000000000010001
Il-2 Shturmovik,	nil, 1, 16.,3, 20a,4d,  3h,4f, 35,0,  0, no,  000000000000000
88mm FlaK Stellung,	nil, 0,  0.,0,  1a,6d,  2h,3f, 15,0,  1, no,  010010000000000
Coastal Battery,	nil, 0,  0.,0,  1a,14d, 4h,2f, 30,0,  1, no,  010010010000000
Cruiser,      		nil, 2,  0.,0, 14a,10d, 5h,4f, 40,0,  2, no,  000000000000000
SgKfz 7-1 m/FlaK,	nil, 0,  4.,0, 10a,6d,  2h,2f, 20,0,  1, no,  010000000000000
Su-122 Tank Hunter,	nil, 0,  3.,0, 15a,5d,  3h,3f, 20,0,  0, no,  000000000000000
Sturmtrupp m/Fw,	nil, 0,  1.,0,  8a,4d,  2h,3f, 10,0,  0, no,  000001001000010
Militia,      		nil, 0,  1.,0,  6a,7d,  1h,1f,  4,0,  1, Plu, 000001001000010
Fw 190 D Jger,		nil, 1, 18.,2, 10a,5d,  2h,2f, 30,0,  3, no,  000000000010001
La-5 Fighter, 		nil, 1, 18.,2, 10a,4d,  2h,2f, 30,0,  3, no,  000000000010001
AA Battery,   		nil, 0,  0.,0,  0a,5d,  2h,3f, 15,0,  1, no,  010010000000000
Dock Yard,    		nil, 0,  0.,0,  1a,18d, 4h,2f, 18,0,  1, no,  000000000000000
Blockhouse,   		nil, 0,  0.,0,  1a,16d, 6h,2f, 18,0,  1, no,  010010000000001
Sturmboot,    		nil, 2,  3.,0,  1a,2d,  1h,1f, 15,2,  4, no,  000000000000000
T-28 Light Tank,	nil, 0,  4.,0, 10a,6d,  2h,2f, 15,0,  0, no,  000000000000000
Supply Truck, 		nil, 0,  3.,0,  0a,2d,  1h,1f,  4,0,  7, E2,  000000000000000
Fallschirmjger,	nil, 1,  1.,0, 11a,9d,  3h,2f, 20,0,  0, no,  000000100000000
20cm Battery, 		nil, 0,  0.,0,  1a,16d, 7h,2f, 18,0,  1, no,  000000010000001
20cm Artillery Shell,	nil, 1,  6.,1, 12a,0d,  1h,5f,  5,0,  0, no,  001100000000000

;
; 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 Fascism
;        5 Republic
;        6 Democracy
;


@TERRAIN
Trench,     8,3,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Drt
Meadow,     1,2,  3,0,1,   no,  0, 5, 0,   no,  0, 0,  0,  no,    ; Pln
Grassland,  1,2,  8,1,0,   yes, 0,10, 0,   yes, 4, 0,  0,  no,    ; Grs
Steepcoast, 4,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; For
Heights,    4,3,  1,2,0,   yes, 1,10, 1,   yes, 4, 0,  0,  no,    ; Hil
Hills,      6,4,  1,1,0,   no,  0, 0, 0,   yes, 4,15,  1,  no,    ; Mou
Orchards,   2,2,  4,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Kolkhoz,    1,2,  3,1,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Barbwire,  10,1,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Swa
Forest,     6,3,  0,1,0,   no,  0, 0, 0,   no,  2, 0,  0,  no,    ; Jun
Black Sea,  1,2,  3,0,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Strongpoint,8,3,  0,0,0,
Meadow,     1,2,  2,0,1,
Grass,      1,2,  2,1,0,
Steepcoast, 4,2,  0,0,0,
Strongpoint,8,3,  0,0,0,
Strongpoint,8,3,  0,0,0,
Orchards,   2,2,  4,0,0,
Kolkhoz,    1,2,  4,0,0,
Barbwire,  10,1,  0,0,0,
Village,    4,2,  0,0,0,
Rocks,      1,2,  0,0,0,
Strongpoint,8,3,  0,0,0,
Swamp,      1,2,  2,0,1,
Grass,      1,2,  2,1,0,
Steepcoast, 4,2,  0,0,0,
Strongpoint,8,3,  0,0,0,
Strongpoint,8,3,  0,0,0,
Orchards,   2,2,  4,0,0,
Kolkhoz,    1,2,  4,0,0,
Barbwire,  10,1,  0,0,0,
Village,    4,2,  0,0,0,
Rocks,      1,2,  0,0,0,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      General,     General
Fascism,        General,     General
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, 3, 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
von Manstein,  von Manstein,       1, 5,-1, 11. Armee,   11. Armee,  -1,  0,  1,     4, General, General, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, 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, 3, 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, 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
Ammunition,
Supplies,
Medical supplies,
Ammunition,
Supplies,
Medical Supplies,
Ammunition,
Rations,
Equipment,
Ammunition,
Medical Supplies,
Rations,
Spare Parts,
Equipment,
Supplies,
Spare Parts,


@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
Feldwebel
Leutnant
Hauptmann
Oberst
Generaloberst
Feldmarschall (recommended!)

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged















