;
;   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
4       ; Road movement multiplier
1       ; 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)
10       ; City size for first unhappiness at Chieftain level
15      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
15      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
2       ; Communism pays support for all units past this
5       ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
75      ; Fundamentalism loses this % of science
75      ; Percent shield penalty for production type change
8       ; Max paradrop range
150     ; Mass/Thrust paradigm (increasing slows spaceship time)
4       ; 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
Alchemy,            4, 3,  Rep, nil, 3, 3    ; AFl
Bare Back Riding,   5, 0,  X1,  nil, 2, 4    ; Alp
Alphabet,           3, 2,  Exp, nil, 1, 3    ; Amp
Archery,            8, 0,  X4,  X5,  1, 0    ; Ast
Summoning Lvl 2,    5, 5,  Rad, nil, 3, 3    ; Ato
Castles,            5, 5,  Env, Mob, 3, 4    ; Aut
Assassins Guild,    4, 0,  E1,  Sea, 3, 2    ; Ban
Bridge Building,    4, 0,  MP,  X5,  3, 4    ; Bri
Basket Weaving,     6, 4,  X1,  Cst, 0, 4    ; Bro
Carpentry,          5, 5,  X5,  Rfg, 3, 4    ; Cer
Astronomy,          5, 5,  Pla, Pot, 0, 3    ; Che
Town Pride,         4,-2,  Cst, X4,  1, 0    ; Chi
Earth Magic,        0, 0,  Nav, MP,  3, 3    ; CoL
Fire Magic,         0, 0,  Nav, AFl, 3, 3    ; CA 
Bronze Working,     5,-2,  PT,  SFl, 1, 1    ; Cmb
Geriarchy,          5, 0,  Mon, Lit, 1, 2    ; Cmn
Cannons,            4, 1,  Gen, Feu, 3, 0    ; Cmp
Cavalry,            7,-4,  Too, San, 2, 4    ; Csc
The Stockade,       4, 2,  Ast, nil, 3, 4    ; Cst
Chainmail Armour,   4, 0,  MP,  Stl, 2, 0    ; Cor
Alchemical Study,   4, 1,  AFl, RR,  2, 3    ; Cur
Magicharism,        5, 5,  U3,  Nav, 3, 3    ; Dem
Code of Conduct,    4, 1,  Gun, SE,  2, 2    ; Eco
Code of Honor,      4, 0,  Eco, nil, 2, 2    ; E1 
Code of the Hero,   4, 1,  Mat, Fun, 2, 4    ; E2 
Collar And Hub,     4, 2,  Cmb, U2,  1, 1    ; Eng
Construction,       3, 1,  Cer, U1,  3, 4    ; Env
Crossbows,          2,-6,  Sth, U1,  2, 0    ; Esp
Elders,             5, 0,  nil, nil, 0, 3    ; Exp
Engineering,        4,-1,  Aut, X3,  3, 4    ; Feu
Epic Tales,         4, 5,  Mas, Cst, 1, 4    ; Fli
Deitism,            3, 5,  Exp, Pot, 2, 2    ; Fun
Steam Power,        6, 0,  Cur, Feu, 2, 3    ; FP 
Explosives,         3, 0,  Iro, U1,  2, 3    ; Gen
Flaxen,             4, 2,  Bro, nil, 0, 1    ; Gue
Code of Laws,       8, 4,  Lit, X6,  2, 3    ; Gun
Wind Magic,         4, 0,  Nav, nil, 3, 3    ; Hor
Water Magic,        0, 0,  Nav, NP,  3, 3    ; Ind
Currency,           6, 4,  Tra, Mon, 1, 1    ; Inv
Gunpowder,          5, 0,  Cur, nil, 2, 3    ; Iro
Halberd Training,   6,-6,  Mob, San, 3, 0    ; Lab
Fisheries,          4, 3,  Whe, X5,  0, 1    ; Las
Heavy Infantry,     5,-4,  Met, Cor, 3, 0    ; Ldr
Heirarchy,          5, 5,  Mys, Cst, 1, 2    ; Lit
Stirrups,           5, 5,  Roc, Alp, 2, 4    ; Too
Battle Magic,       8,-8,  CA,  ToG, 3, 3    ; Mag
Map Making,         6, 5,  Che, X6,  2, 3    ; Map
Farming,            0, 0,  X5,  Exp, 1, 1    ; Mas
Iron Working,       5, 0,  Gun, X2,  2, 3    ; MP 
Knights Code,       4,-3,  Csc, X7,  2, 4    ; Mat
Leather,            4, 3,  nil, Mas, 2, 4    ; Med
Light Infantry,     6,-2,  Stl, Uni, 1, 0    ; Met
Longsword,          4, 0,  Uni, U1,  3, 0    ; Min
Feudalism,          8, 2,  E1,  Rfg, 2, 2    ; Mob
Monarchy,           5, 1,  Mys, Cst, 2, 2    ; Mon
Literacy,           5, 3,  X6,  Cst, 3, 3    ; MT 
Ceremonial Burial,  4, 3,  Pot, Cmb, 0, 2    ; Mys
Ars Magica,         6, 4,  Rep, Fli, 3, 3    ; Nav
Magnetism,          6, 4,  NP,  MP,  2, 3    ; NF 
Navigation,         3, 3,  Map, The, 2, 3    ; NP 
Papyrus,            5, 5,  Mas, Bro, 1, 3    ; Phi
Masonry,            4, 2,  X5,  nil, 3, 4    ; Phy
Mathematics,        4, 4,  Exp, Inv, 1, 3    ; Pla
Hired Mercanaries,  4, 0,  Cor, Fli, 2, 0    ; Plu
Metal Working,      4, 0,  X1,  nil, 1, 4    ; PT 
Mysticism,          5, 2,  Mas, nil, 1, 2    ; Pot
Summoning,          0, 0,  ToG, War, 3, 3    ; Rad
Merchants,          6, 4,  NF,  Sup, 3, 1    ; RR 
Naval Superiority,  2, 0,  Ref, RR,  2, 1    ; Rec
Naval Warfare,      4, 0,  NF,  Cmp, 2, 1    ; Ref
Horticulture,       6, 0,  Mas, MP,  1, 1    ; Rfg
Druidism,           5, 1,  Rfg, nil, 1, 2    ; Rep
Necromancy,         5,-2,  Ato, Wri, 3, 3    ; Rob
Phalanx Manevers,   6,-2,  X4,  Cmb, 2, 0    ; Roc
Pikemen Training,   4, 0,  MP,  Roc, 1, 0    ; San
Poisons,            4, 1,  AFl, Wri, 1, 4    ; Sea
Pottery,            4, 1,  X1,  Bro, 1, 4    ; SFl
Ranged Weaponry,    3,-2,  Pla, Ast, 2, 0    ; Sth
Religeon,           4, 5,  Lit, Che, 2, 2    ; SE 
Ringmail Armour,    4,-3,  Inv, Med, 3, 0    ; Stl
Rope,               4, 2,  Fli, Gue, 1, 4    ; Sup
The Sail,           6, 2,  Las, Gue, 2, 1    ; Tac
Sea Faring,         3, 2,  Che, Tac, 2, 1    ; The
Controlling Magic,  0, 0,  CoL, Hor, 3, 3    ; ToG
Trade,              5, 5,  Bro, Eng, 1, 1    ; Tra
Armed Warfare,      5, 0,  Gun, Roc, 1, 0    ; Uni
Effecting Magic,    0, 0,  CA,  Ind, 3, 3    ; War
The Flint Spear,    4,-1,  nil, nil, 1, 0    ; Whe
Espionage,          4, 2,  MT,  Uni, 3, 2    ; Wri
Magic Level,        1, 0,  Nav, nil, 3, 3    ; FT 
Steel,              6, 2,  Cor, Cur, 2, 3    ; U1 
The Wheel,          3, 0,  Whe, nil, 0, 0    ; U2 
Ancient Tomes,      6, 6,  MT,  Rep, 3, 3    ; U3 
The Tool Age,       5, 0,  Whe, Exp, 0, 4    ; X1 
Smithing,           6, 2,  Stl, Phy, 2, 3    ; X2 
War Machine Lore,   3, 0,  Cer, Sth, 2, 0    ; X3 
Warrior Training,   5, 0,  Med, Whe, 0, 0    ; X4 
Wood Working,       3, 0,  PT,  X1,  0, 4    ; X5 
Writing,            5, 2,  Amp, Phi, 1, 3    ; X6 
Code of Chivalry,   6, 0,  Mob, Min, 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,
Capitol,                  10, 0,    Phy,
Mercanary Guild,           5, 1,    Plu,
Granary,                   5, 1,    SFl,
Shrine,                    2, 1,    Pot,
Market Square,             5, 1,    Inv,
Taverns Licence,           5, 1,    X5, 
Courthouse,                5, 1,    Gun,
City Walls,                8, 1,    Cst,
Watch House,               6, 1,    Phy,
Money Lender,             10, 2,    SE, 
Cathedral,                12, 3,    SE, 
Apothacary,               10, 1,    AFl,
Crematorium,              12, 2,    no, 
Chapter House,            14, 4,    E2, 
Blacksmiths,              12, 4,    Cmb,
Carpenters Shop,          15, 6,    Cer,
Spell Screen,             30, 6,    Rad,
Blacksmiths Apprentices,  15, 6,    FP, 
Forge,                    16, 6,    U1, 
Blacksmiths Guild,        25,10,    Env,
Slave Driven Foundry,     15, 2,    X5, 
Merchants Guild,          18, 5,    RR, 
Granary Improvement,      18, 2,    Rfg,
Produce Markets,          12, 1,    Rfg,
Elders Council,           20, 1,    Lit,
College of Mages,         40, 5,    Nav,
Local Mage,               20, 4,    Dem,
Merfolk Alliance,         12, 2,    NP, 
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Las,
Merfolk Trade Port,       20, 1,    RR, 
Conjurors Tower,          50, 5,    Rad,
Warlocks Guild,           20, 2,    Mag,
Harbour Masters Guild,    16, 4,    Ref,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Minting),                50, 0,    Inv,
Goddess of Nature,        20, 0,    Mas,
Elder of Happiness,       20, 0,    Exp,
Great Statue to You,      45, 0,    Chi,
God of the Ocean,         20, 0,    Las,
God of Tavern Gossip,     45, 0,    Rfg,
Goddess of Worship,       25, 0,    Pot,
Lord of Stone,            20, 0,    Phy,
God of War,               100, 0,    Cor,
Lord of the Slaves,       105, 0,    Plu,
Goddess of Diplomacy,     60, 0,    MT, 
Cathedral Capital,        85, 0,    SE, 
The Book of Knowledge,    55, 0,    X6, 
God of Wind,              90, 0,    NP, 
Beggers Guild,            100, 0,    Rfg,
Krom- Lord of Steel,      95, 0,    MP, 
The Crystal of Healing,   105, 0,    Rep,
God of Magic,             110, 0,    Nav,
El'Coryn- Trade Centre,   70, 0,    Inv,
Blistorms Last Tome,      110, 0,    U3, 
Lords High Council,       105, 0,    Rep,
Ranald the Joker,         70, 0,    Cmn,
Warlock Guild Cathedral,  120, 0,    ToG,
Journeymans Guild House,  135, 0,    Feu,
Assasins College,         110, 0,    Ban,
Ranald the Diplomat,      100, 0,    Wri,
The Great Portal,         120, 0,    War,
Alchemists Apothacary,    115, 0,    Dem,
Entertainers College,     45, 0,    Fli,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Goddess of Nature
Fli,        ; Elder of Happiness
SE,         ; Great Statue to You
NP,         ; God of the Ocean
Mat,        ; God of Tavern Gossip
SE,         ; Goddess of Worship
Nav,        ; Lord of Stone
E2,         ; God of War
Feu,        ; Lord of the Slaves
no,         ; Goddess of Diplomacy
nil,        ; Cathedral Capital
nil,        ; The Book of Knowledge
nil,        ; God of Wind
nil,        ; Beggers Guild
FP,         ; Krom- Lord of Steel
nil,        ; The Crystal of Healing
nil,        ; God of Magic
nil,        ; El'Coryn- Trade Centre
Dem,        ; Blistorms Last Tome
nil,        ; Lords High Council
nil,        ; Ranald the Joker
nil,        ; Warlock Guild Cathedral
nil,        ; Journeymans Guild House
nil,        ; Assasins College
nil,        ; Ranald the Diplomat
nil,        ; The Great Portal
nil,        ; Alchemists Apothacary
nil,        ; Entertainers College


;
;    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
Cavemen,      Phy, 0,  1.,0,  0a,1d,  1h,1f,  2,0,  5, nil, 000000000000000
Druids,       nil, 0,  2.,0,  0a,4d,  4h,3f,  8,0,  5, Rep, 000001000000011
Spearmen,     Med, 0,  1.,0,  2a,1d,  1h,1f,  1,0,  0, Whe, 000000000000000
Warrior,      Uni, 0,  1.,0,  2a,2d,  2h,1f,  1,0,  1, X4,  000000000000000
Explorers,    Sup, 0,  1.,0,  0a,2d,  2h,2f,  3,0,  1, Fli, 000001000000001
Phalanx,      San, 0,  1.,0,  2a,4d,  2h,2f,  2,0,  1, Roc, 000010000000000
Peasents,     X2,  0,  1.,0,  0a,2d,  2h,1f,  4,0,  5, Phy, 000000000000000
Legion,       Ldr, 0,  1.,0,  4a,3d,  2h,2f,  2,0,  0, Uni, 000000000000010
Shaman/Priest,nil, 0,  1.,0,  3a,3d,  3h,3f,  4,0,  1, Fun, 000100000000000
Adventurer,   nil, 0,  3.,0,  3a,3d,  3h,3f,  6,0,  1, Sup, 001001000000011
Pikemen,      Lab, 0,  1.,0,  2a,6d,  2h,2f,  2,0,  1, San, 000010000000000
Light Infantry,nil, 0,  1.,0,  5a,4d,  3h,2f,  3,0,  0, Met, 000010000000000
Halberdiers,  nil, 0,  1.,0,  2a,8d,  2h,2f,  2,0,  1, Lab, 000000000000000
Heavy Infantry,nil, 0,  1.,0,  6a,4d,  4h,3f,  4,0,  0, Ldr, 000000000000000
Long Swordsman,Mat, 0,  1.,0,  5a,5d,  3h,3f,  3,0,  0, Min, 000000000000000
Horsemen,     Too, 0,  2.,0,  2a,2d,  2h,2f,  2,0,  0, Alp, 000000000000000
Light Horsemen,Csc, 0,  2.,0,  3a,3d,  2h,2f,  3,0,  0, Too, 000000000000001
Longbowmen,   nil, 0,  2.,0,  6a,2d,  1h,4f,  3,0,  0, Sth, 000000001010001
Kings Champion,Mat, 0,  2.,0,  6a,3d,  3h,2f,  3,0,  0, X7,  000000000000000
Knights,      nil, 0,  2.,0,  6a,4d,  4h,3f,  4,0,  0, Mat, 000000000000000
Cavalry,      nil, 0,  2.,0,  5a,3d,  3h,2f,  3,0,  0, Csc, 000000000000000
Crusaders,    Ban, 0,  2.,0,  7a,5d,  4h,3f,  5,0,  0, E2,  010010000000000
Catapult,     X3,  0,  1.,0,  9a,2d,  2h,5f,  6,0,  0, Sth, 000000001000000
Ballisti,     nil, 0,  1.,0,  7a,1d,  1h,5f,  4,0,  0, Ast, 000000000000000
Trebuchet,    nil, 0,  1.,0, 11a,2d,  2h,6f,  8,0,  0, X3,  000000001000000
Eagle,        nil, 1,  6.,1,  0a,2d,  2h,2f,  1,0,  6, Hor, 100000000000001
Space,        no,  2,  0.,0, 21a,21d,12h,21f, 21,0,  1, no,  010010000000000
Mercanaries,  nil, 0,  1.,1,  6a,6d,  2h,3f,  2,0,  0, Plu, 001000000000010
Giant Spider, Mat, 0,  8.,2,  8a,8d,  8h,8f, 18,0,  0, Rad, 010000000000001
Warlock,      Ban, 1,  8.,0,  9a,9d,  4h,6f, 12,0,  3, Mag, 000000000010001
Griffon,      Mat, 1, 10.,4,  8a,8d,  4h,4f, 18,0,  3, Ato, 010000000010001
Fire Elemental,Mat, 1,  9.,0,  6a,6d,  8h,8f, 18,0,  3, CA,  000000000010001
Pirates,      no,  2,  3.,0,  3a,2d,  2h,3f,  4,1,  0, no,  000000000000000
The Sail Boat,NP,  2,  5.,0,  1a,2d,  3h,1f,  2,1,  4, Tac, 000000000100000
The Galley,   NF,  2,  5.,0,  3a,2d,  3h,1f,  3,1,  2, The, 000000000100000
Caraval,      Ref, 2,  6.,0,  3a,2d,  3h,2f,  4,1,  2, NP,  000000000000000
Galleon,      RR,  2,  5.,0,  2a,2d,  5h,1f,  5,3,  4, NF,  100000000000001
Frigate,      nil, 2,  6.,0,  4a,4d,  4h,3f,  6,1,  2, Ref, 100000000000001
Crusade Calleo,Ban, 2,  6.,0,  5a,5d,  6h,6f,  8,8,  4, Mat, 110000000000001
Sovereign,    nil, 2,  6.,0,  6a,6d,  4h,5f,  8,1,  2, Rec, 100000000000001
Merfolk Assasi,Mat, 2,  6.,0,  6a,1d,  1h,6f,  6,0,  2, Ind, 111000000101001
Merfolk Druid,Ban, 2,  4.,0,  0a,3d,  4h,2f,  3,0,  5, Ato, 010000000101001
Brigante,     Nav, 2,  6.,0,  5a,5d,  4h,3f,  8,2,  2, Rec, 110000010010001
Merchantman,  nil, 2,  5.,0,  3a,4d,  6h,2f,  8,6,  4, RR,  100000000000001
Assasin,      Mat, 0,  3.,1, 15a,4d,  4h,15f, 10,0,  0, Ban, 111000100000010
Avatar,       no,  1,  7.,7,  7a,7d,  7h,7f, 77,0,  0, no,  111100000010011
Diplomat,     nil, 0,  2.,0,  0a,1d,  1h,1f,  2,0,  6, X6,  000000000000010
Spy,          nil, 0,  3.,0,  0a,2d,  2h,1f,  5,0,  6, Wri, 000000000000011
Trade Cart,   RR,  0,  2.,0,  0a,1d,  3h,1f,  3,0,  7, Tra, 000000000000010
Merchants,    nil, 0,  3.,0,  0a,3d,  4h,1f,  5,0,  7, RR,  000000000000011
Blacksmith,   nil, 0,  1.,0,  3a,3d,  3h,2f,  6,0,  5, X2,  000000000000000
Stone Golem,  Mat, 0,  1.,0,  9a,9d,  9h,9f, 18,0,  1, CoL, 010010000000011
Leviathan,    no,  2,  0.,0, 10a,10d, 8h,10f, 18,0,  2, no,  010000000001000
Vampire,      no,  1,  4.,1, 12a,7d,  7h,8f, 18,0,  0, no,  000000000010001
Archers,      Sth, 0,  1.,0,  4a,1d,  1h,2f,  2,0,  0, Ast, 000000000000001
Cannon,       no,  0,  1.,0, 18a,3d,  3h,18f, 10,0,  0, no,  000000000000001
Crossbowman,  no,  0,  1.,0,  6a,3d,  2h,5f,  4,0,  0, Esp, 000000000000001
Chariot,      Csc, 0,  2.,0,  4a,1d,  2h,2f,  2,0,  0, Eng, 000000000000000
Magician,     Ban, 0,  1.,0,  5a,2d,  2h,8f,  6,0,  0, Nav, 010000000010100
Skeleton,     Mat, 0,  1.,0,  4a,4d,  1h,4f,  1,0,  0, Rob, 110001100010101
Dinosaur,     nil, 0,  0.,0,  6a,6d,  9h,6f, 20,0,  1, no,  000000000000000
Castle Defence,no,  0,  0.,0,  0a,10d,10h,4f, 14,0,  1, Aut, 110110000000001

;
; 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,  0,0,0,   no,  1,25, 5,   yes, 2,10,  1,  Pln,   ; Drt
Plains,     1,2,  1,0,0,   yes, 1, 6, 1,   Tun, 1,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,0,0,   yes, 2, 5, 1,   Tun, 0,15,  0,  Hil,   ; Grs
Forest,     2,4,  1,1,1,   Pln, 0, 5, 1,   yes, 2, 8,  0,  Jun,   ; For
Hills,      2,5,  0,1,0,   yes, 1, 6, 0,   yes, 2,10,  1,  Pln,   ; Hil
Mountains,  4,6,  0,0,0,   no,  1,10, 0,   yes, 4,15,  6,  Hil,   ; Mou
Marshlands, 2,1,  0,0,0,   yes, 1, 6, 1,   Oce, 0, 0,  0,  Pln,   ; Tun
Glacier,    2,1,  0,0,0,   Drt, 0,15, 1,   Oce, 1,15,  0,  Tun,   ; Gla
Swamp,      3,3,  1,0,0,   Jun, 0,15, 1,   yes, 2,10,  1,  For,   ; Swa
Jungle,     2,3,  1,0,0,   For, 0,20, 1,   yes, 3,20,  1,  Grs,   ; Jun
Ocean,      1,2,  1,0,1,   Tun, 1,20, 0,   yes, 0,10,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    0,2,  3,2,0,
Grassland,  1,2,  2,1,0,
Bears,      1,4,  2,2,2,
Magic Flux, 0,0,  0,0,8,
Gold,       4,6,  0,2,5,
Game,       1,1,  3,1,1,
Ivory,      1,1,  2,1,1,
Ancient Ruins,4,4,  0,2,4,
Gems,       2,3,  1,1,2,
Seaweed,    1,2,  2,0,1,
GlassTrees, 2,1,  2,1,1,
Wheat,      0,2,  4,1,2,
Grassland,  1,2,  2,1,0,
Timber,     3,4,  1,4,2,
Wine,       2,5,  3,1,2,
Iron,       4,6,  0,5,2,
Fungus,     2,1,  2,1,1,
Ice Caverns,2,1,  1,3,2,
PondWeed,   4,2,  2,0,2,
Magic Pool, 2,3,  2,2,5,
Marine Life,1,2,  2,1,1,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Geriarchy,      Elder,       Great Mother
Deitism,        High Priest, High Priestess
Druidism,       Brother,     Sister
Magicharism,    Arch Mage,   Sorceress

;
;   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
Tuck Marr,    Tuck Mesh,           0, 1, 3, Krerrabrins, Kreebrax,    1, -1,  0,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Craigus,    Creagrina,             0, 2, 2, SanJaashi,   SanJaash,   -1,  1,  1,
John,         Johnia,              0, 3, 2, Lyonese,     Lyonese,    -1, -1,  1,     1, Narsh, Narsh, 2, L'Karchana, L'Karchana 3, M'Karla, M'Karla 4, Marchana, Marchana, 5, Karnalg, Karnalg, 6, Orgmapur, Orgmapur, 7, Nagamisg, Nagamish
Artusian,     Artressa,            0, 4, 1, Kelnarthin,  Kelnarthy,   0,  1,  0,     1, Dictator, Dictator, 2, Cheiftain, Cheiftess, 4, Soothsayer, Grandmother, 5, Eldaroth, Eldinar, 6, Lord, Priestess, 7, Sorcerer, Sorceress
Raziel,       Breziel,             0, 5, 3, Humans,      Human,      -1, -1, -1,  
T'Chai Ohgraa,    T'Mes Ogmu,      0, 6, 0, Folnahn,     Folnanhi,   -1, -1, -1,     1, Khan, Khani, 2, Om Kahn, On Khani, 3, Fir Kahn, Fir Kahni, 4, Du Kahn, Du Kahni, 5, Poh Dou, Poh Dim, 6, Tao Fahl, Tao Fahls, 7, Noc Thild, Mec Thild 
Johanass,     Jinnie,              0, 7, 1, Visigoths,   Goth,        1,  1, -1,   
Lenin,        Cather,              1, 1, 0, Elves,       Elven,      -1, -1,  1,    
Shaka,        Shakala,             0, 2, 2, Zulus,       Zulu,        0,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 2, Gnomes,      Gnome,      -1, -1,  1,    
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 1, Halflings,   Halfling,    0,  0,  1,    
Henry VIII,   Elizabeth I,         1, 6, 1, Saxons,      Saxon,       0,  1,  0,    
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 1, Celts,       Celtic,     -1,  1,  0,    
Tokugawa,     Amaterasu,           0, 2, 2, Caitshee,    Caitshee,    0,  0,  1,    
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,      1,  1,  0,    
Philip II,    Isabella,            1, 4, 2, Elves,       Elven,      -1,  0,  1,    
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,    
Hannibal,     Dido,                0, 6, 1, Carthagins,  Carthagian,  0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Tribesmen,   Tribesmen,   0,  0,  0,   
Saladin,      Salmisa,     	   0, 5, 0, Arabs,       Arab,        1,  0,  1,    
Atawallpa,    Incoponate,          0, 1, 0, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Tin,
Pewter,


@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













