;
;   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)
3       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
2       ; City size for first unhappiness at Chieftain level
6       ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
14      ; Sewer System needed to exceed this size
99      ; Tech paradigm (higher # slows research)
80      ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
50      ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
66      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
8       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Aircraft Research I,	5, 0,  Ato, nil, 2, 3    ; AFl		0
State Schools,		3, 1,  nil, nil, 1, 4    ; Alp
Ship Design I,		8,-2,  nil, nil, 2, 2    ; Amp
Zeppelin Construction,	4, 0,  Fli, U2,  0, 0    ; Ast
Aviation,		3,-1,  Fli, nil, 2, 3    ; Ato
United States,		6, 0,  no,  no,  1, 2    ; Aut		5
Regional Trade,		5, 1,  nil, nil, 2, 1    ; Ban
Bridge Building,    	4, 0,  nil, nil, 2, 1    ; Bri
Battle Gas,		4,-1,  Che, nil, 2, 4    ; Bro
Ship Design II,		3, 0,  Amp, nil, 2, 2    ; Cer
Chemical Warfare,	3, 0,  Cor, nil, 2, 4    ; Che		10
Cavalry Regiments,	8,-2,  nil, nil, 2, 0    ; Chi
Ship Design IV,		6, 1,  Cmb, nil, 2, 2    ; CoL
Chemistry,		2,-2,  nil, nil, 2, 1    ; CA 
Ship Design III,	5, 0,  Cer, nil, 2, 2    ; Cmb
not used,		1, 0,  no,  no,  2, 2    ; Cmn		15
Chemical Industry,	3,-2,  CA,  nil, 2, 1    ; Cmp
Conscription,       	7,-1,  nil, nil, 2, 0    ; Csc
Fortification Design,	7,-2,  nil, nil, 2, 0    ; Cst
Chemical Research,	4, 0,  Cmp, FP,  2, 3    ; Cor
National Economics,	6, 1,  Ban, nil, 2, 1    ; Cur		20
not used,          	1, 2,  no,  no,  2, 2    ; Dem
International Trade,	5, 1,  Cur, nil, 2, 1    ; Eco
War Economy,		6, 0,  FP,  nil, 2, 1    ; E1 
US Foreign policy,	4, 1,  no,  no,  1, 2    ; E2 
Ship Design V,		4, 0,  CoL, nil, 2, 2    ; Eng		25
War Bonds,		1, 0,  E1,  nil, 2, 1    ; Env
Triplane Design,	1,-1,  Gen, Too, 2, 3    ; Esp
Aircraft Research II,	5, 0,  AFl, Gen, 2, 3    ; Exp
Bureaucracy,        	4, 1,  nil, nil, 2, 4    ; Feu
Aeronautics,		5,-1,  nil, nil, 2, 3    ; Fli		30
not used,             	1,-2,  no,  no,  2, 2    ; Fun
War Effort,		4, 1,  nil, nil, 2, 0    ; FP 
Biplane Design,		5, 0,  Hor, nil, 2, 3    ; Gen
Communist Revolution,	5,-1,  no,  no,  1, 3    ; Gue
Industrialization,	3,-2,  nil, nil, 2, 1    ; Gun		35
Monoplane Design,	1,-2,  AFl, nil, 2, 3    ; Hor
Impossible Tech,  	6, 0,  no,  no,  2, 1    ; Ind
Steel Helmet,		4, 0,  Lit, nil, 2, 0    ; Inv
Steel Industry,		2, 0,  Lab, SE,  2, 1    ; Iro
Heavy Industry,		3, 0,  Gun, nil, 2, 1    ; Lab		40
Arms Research I,	2,-2,  FP,  nil, 2, 2    ; Las
General Staffs,		5,-1,  nil, nil, 3, 3    ; Ldr
Improved Equipment,	5, 2,  Las, nil, 2, 3    ; Lit
Arms Research II,	6, 0,  Las, nil, 2, 4    ; Too
Naval Tactics,		6,-2,  nil, nil, 2, 0    ; Mag		45
Submarine Design I,	6, 0,  Mag, Cmb, 2, 2    ; Map
Submarine Design II,	3, 1,  Map, nil, 2, 2    ; Mas
Submarine Design III,	5, 0,  Mat, nil, 2, 2    ; MP 
Total Submarine War,	4,-1,  Mas, U2,  2, 0    ; Mat
Mobile Warfare Theory,	3, 0,  Chi, nil, 3, 0    ; Med		50
Armored Vehicles,	7,-2,  Med, Min, 3, 0    ; Met
Arms Research III,	5,-2,  Too, nil, 2, 0    ; Min
not used,		2,-2,  no,  no,  1, 3    ; Mob
Electrification,	1,-2,  Gun, nil, 2, 1    ; Mon
Aviation Tactics,	3, 1,  Ato, nil, 2, 3    ; MT 		55
Bomber Command,		4, 0,  MT,  nil, 2, 3    ; Mys
Ship Design VI,		8,-2,  Eng, Plu, 2, 2    ; Nav
Arms Research IV,	6,-2,  Min, nil, 2, 2    ; NF 
Air Forces,		7, 0,  Sth, nil, 2, 3    ; NP 
Religion,		3, 1,  nil, nil, 1, 4    ; Phi		60
Imperialism,		5,-1,  nil, nil, 2, 2    ; Phy
Colonialism,		3,-1,  nil, nil, 2, 1    ; Pla
Carrier Aviation,	1,-1,  MT,  NF,  2, 3    ; Plu
Tank Construction,     	5,-1,  Pot, nil, 3, 0    ; PT 
Tank Design,	   	2, 1,  Met, nil, 3, 0    ; Pot		65
not used,		5,-2,  no,  no,  2, 0    ; Rad
London Secret Treaty,	6, 0,  Tra, Wri, 1, 1    ; RR 
Total War Effort,	3, 1,  Env, nil, 2, 1    ; Rec
Refining,		4, 0,  Gun, nil, 2, 1    ; Ref
Fertilizers,		7, 1,  Cmp, nil, 2, 1    ; Rfg		70
Parliamentary Democracy,2, 1,  nil, nil, 0, 3    ; Rep
Colonial Troops,	8,-2,  nil, Csc, 2, 0    ; Rob
Artillery Design I,	1,-2,  Csc, Iro, 3, 1    ; Roc
Artillery Design II,	4, 2,  Roc, Las, 3, 1    ; San
Siege Artillery,	7, 0,  San, Min, 3, 1    ; Sea		75
Russian Revolution,	1, 0,  no,  no,  3, 2    ; SFl
Bomber Construction,	3, 0,  Mys, nil, 2, 3    ; Sth
Steel Processing,	4, 0,  Gun, nil, 2, 1    ; SE 
Wilsons 14 Points,	4, 0,  Tac, nil, 1, 2    ; Stl
Peace Movement,		8,-1,  Rec, nil, 3, 2    ; Sup		80
USA: Declaration of War,5,-1,  The, nil, 1, 2    ; Tac
Pressure upon Germany,	1, 0,  no,  no,  1, 2    ; The
Economic Warfare,	1, 0,  FP,  nil, 2, 1    ; ToG
Sea Blockade,		8, 2,  ToG, Wri, 1, 1    ; Tra
Dardanelles Expedition,	6, 2,  Tra, nil, 1, 1    ; Uni		85
Ottoman Empire,		5,-2,  no,  no,  0, 2    ; War
Russian Empire,		1,-2,  no,  no,  1, 3    ; Whe
Entente cordiale,	4, 2,  no,  no,  1, 1    ; Wri
Modern Age,		1, 0,  no,  no,  3, 2    ; FT 
Austria-Hungary,	1, 0,  no,  no,  0, 1    ; U1 		90
German Empire,		1, 0,  no,  no,  0, 0    ; U2 
Kingdom of Italy,	1, 0,  no,  no,  1, 0    ; U3 
Not Russian,		1, 0,  no,  no,  3, 4    ; X1 
Not German,		1, 0,  no,  no,  3, 4    ; X2 
Not Allied,		1, 0,  no,  no,  3, 4    ; X3 		95
Not American,		1, 0,  no,  no,  3, 4    ; X4 
Not Austrian,		1, 0,  no,  no,  3, 4    ; X5 
Not Ottoman,		1, 0,  no,  no,  3, 4    ; X6 
Not Italian,		1, 0,  no,  no,  3, 4    ; X7		99

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,		 1, 0,    nil,
Seat of Government,	40,10,    Feu,
Military Compound,	50, 5,    Csc,
Food Rationing,		10, 1,    Rec,
Hospital,		12, 4,    Feu,
Bank,			10, 1,    Ban,
State School,		10, 1,    Alp,
Military Administration,20, 4,    Phy,
Fortifications,		15, 0,    Cst,
Sewer System,		12, 2,    Cst,
Trade Enactments,	16, 4,    Cur,
House of God,		12, 1,    Phi, 
Military Academy,	16, 3,    Csc,
Railway System,		16, 4,    Iro, 
Total War Effort,	20, 3,    Rec,
Industrial District,	20, 4,    Gun,
Heavy Industries,	32, 6,    Lab,
not used,		20, 4,    no,
Supply Storage,		20, 2,    FP,
Oil Refinery,		16, 4,    Ref,
Gas Power Plant,	24, 4,    Mon, 
not used,		16, 2,    no,
Stock Exchange,		16, 4,    Eco,
Subway System,		16, 6,    Mon,
Fertilizer Factory,	 8, 3,    Rfg,
Labour Service,		20, 5,    Env,
Research Facilities,	16, 3,    Too,
not used,		10, 2,    no,
Coastal Fortress,	 8, 1,    Cst,
Transformer Station,	32, 4,    Mon,
Fishing Industry,	 6, 1,    nil,
Industrial Port,	16, 3,    Gun,
Airport,		16, 3,    AFl,
Newspapers,		20, 4,    Rep,
Naval Compound,		 8, 3,    Cer,
not used,		 8, 0,    no,
not used,		16, 0,    no,
not used,		32, 0,    no,
War Bonds,		60, 0,    Env,
US Farming,		20, 0,    Aut,
German Unification,	20, 0,    nil,
New York Stock Exchange,20, 0,    nil,
Hochseeflotte,		20, 0,    nil,
Physikalisches Institut,20, 0,    nil,
Battle Field Medicine,	60, 0,    Lit,
US Isolationism,	20, 0,    nil,
Deutschlands Armee,	20, 0,    nil,
Krupp Stahl Werke,	20, 0,    nil,
International Diplomacy,60, 0,    Sup,
Italian Unification,	20, 0,    nil,
Chemical Weapon Plant,	60, 0,    Che, 
Royal Navy,		20, 0,    nil,
Zarskoje Selo,		20, 0,    nil,
Suez Channel,		20, 0,    nil,
Orthodox Church,	20, 0,    nil,
Air Force Academy,	60, 0,    NP,
US Aid,			60, 0,    Uni,
Habsburg Dynasty,	20, 0,    nil,
Statue of Liberty,	20, 0,    nil, 
Bosporus Control,	20, 0,    nil, 
Newspaper Control,	60, 0,    Tac, 
US War Effort,		60, 0,    Tac, 
Kaiser Wilhelm Kanal,	20, 0,    nil, 
League of Nations,	40, 0,    Stl, 
British Empire,		20, 0,    nil,
whatever,		60, 0,    no,
Total Submarine War,	60, 0,    Mat,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; US Farming
nil,        ; German Unification
nil,        ; New York Stock Exchange
Mat,        ; Hochseeflotte
Phy,        ; Physikalisches Institut
nil,        ; Battle Field Medicine
Mat,        ; US Isolationism
Rec,        ; Deutschlands Armee
nil,        ; Krupp Stahl Werke
nil,        ; International Diplomacy
nil,        ; Italian Unification
nil,        ; Chemical Weapon Plant
nil,        ; Royal Navy
nil,        ; Zarskoje Selo
FP,         ; Suez Channel
nil,        ; Orthodox Church
nil,        ; Air Force Academy
Tac,        ; US Aid
FP,         ; Habsburg Dynasty
E2,         ; Statue of Liberty
nil,        ; Bosporus Control
nil,        ; Newspaper Control
nil,        ; US War Effort
FP,         ; Kaiser Wilhelm Kanal
nil,        ; League of Nations
nil,        ; British Empire
nil,        ; whatever
Tac,        ; Total Submarine War

;
;    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.
;
;                                         Two space visibility = 000000000000001
;                                      Ignore zones of control = 000000000000010
;                                 Can make amphibious assaults = 000000000000100
;                           Submarine advantages/disadvantages = 000000000001000
;                              Can attack air units (fighters) = 000000000010000
;                           Ship must stay near land (trireme) = 000000000100000
;                                Negates city walls (howitzer) = 000000001000000
;                                Can carry air units (carrier) = 000000010000000
;                                           Can make paradrops = 000000100000000
;                         Alpine (treats all squares as roads) = 000001000000000
;                         x2 on defense versus horse (pikemen) = 000010000000000
;                   Free support for fundamentalism (fanatics) = 000100000000000
;                         Destroyed after attacking (missiles) = 001000000000000
;                      x2 on defense versus air attack (AEGIS) = 010000000000000
;                                     Unit can spot submarines = 100000000000000
;
@UNITS
Infantry,		nil, 0,  0.,0,  3a,5d,  8h,2f,  6,0,  1, no,  000000001000000
Engineers,		nil, 0,  1.,0,  0a,2d,  2h,1f,  6,0,  5, Bri, 000001000000000
German Army,		Inv, 0,  1.,0,  7a,6d,  8h,2f,  4,0,  0, U2,  000000001000000
French Army,		Inv, 0,  1.,0,  6a,6d,  8h,2f,  4,0,  0, Wri, 000000001000000
Russian Army,		Inv, 0,  1.,0,  4a,6d,  8h,2f,  2,0,  0, Whe, 000000001000000
US Army,		nil, 0,  1.,0,  6a,6d,  8h,2f,  4,0,  0, Aut, 000000001000000
Italian Army,		Inv, 0,  1.,0,  5a,6d,  8h,2f,  4,0,  0, U3,  000000001000000
Freight Truck,		nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, nil, 000001001000000
Ottoman Army,		Inv, 0,  1.,0,  6a,5d,  8h,2f,  4,0,  0, War, 000000001000000
Red Army,		nil, 0,  1.,0,  6a,5d,  8h,2f,  2,0,  0, no,  000000001000000
Austrian Army,		Inv, 0,  1.,0,  5a,6d,  8h,2f,  4,0,  0, U1,  000000001000000
Field Artillery,	nil, 0,  1.,0, 20a,2d,  2h,7f,  5,0,  0, Roc, 000000000000000
German Army,		X2,  0,  1.,0,  7a,7d,  8h,2f,  4,0,  0, Inv, 000000001000000
French Army,		X3,  0,  1.,0,  6a,7d,  8h,2f,  4,0,  0, Inv, 000000001000000
Russian Army,		X1,  0,  1.,0,  5a,6d,  8h,2f,  2,0,  0, Inv, 000000001000000
US Army,		X4,  0,  1.,0,  6a,7d,  8h,2f,  4,0,  0, Inv, 000000001000000
Austrian Army,		X5,  0,  1.,0,  6a,6d,  8h,2f,  4,0,  0, Inv, 000000001000000
Italian Army,		X7,  0,  1.,0,  6a,6d,  8h,2f,  4,0,  0, Inv, 000000001000000
Ottoman Army,		X6,  0,  1.,0,  6a,6d,  8h,2f,  4,0,  0, Inv, 000000001000000
Ulan Regiment,		X2,  0,  2.,0,  6a,4d,  6h,2f,  8,0,  0, Chi, 000000000000000
Dragoon Regiment,	X3,  0,  2.,0,  5a,4d,  6h,2f,  8,0,  0, Chi, 000000000000000
Siege Artillery, 	nil, 0,  1.,0, 40a,1d,  4h,6f, 20,0,  0, Sea, 000000001000000
Spahi Regiment,		X6,  0,  2.,0,  4a,4d,  6h,2f,  8,0,  0, Chi, 000000000000000
Dreadnought Class,	nil, 2,  7.,0,30a,25d, 10h,8f, 40,0,  2, Eng, 000000000000000
Ship of Line,		nil, 2,  6.,0,25a,15d,  9h,7f, 35,0,  2, CoL, 000000000000000
Destroyer,	  	nil, 2, 10.,0,  9a,7d,  7h,4f, 16,0,  2, Cer, 100000000001001
Cruiser,	  	nil, 2,  9.,0,13a,11d,  8h,6f, 22,0,  2, Cmb, 000000000001001
Aircraft Carrier,	nil, 2,  8.,0, 0a,15d, 10h,3f, 30,0,  2, Nav, 000000010000000
Coastal Submarine,	nil, 2,  4.,0,  7a,3d,  3h,2f,  8,0,  2, Map, 000000000101000
High Sea Submarine,	nil, 2,  6.,0, 10a,4d,  3h,4f, 11,0,  2, Mas, 000000000001000
U-93 Class,		nil, 2,  9.,0, 17a,7d,  7h,6f, 10,0,  2, Mat, 000000000001000
Sub Hunter,		X3,  2, 10.,0,  7a,5d,  5h,3f, 13,0,  2, Nav, 100000000001000
Battlecruiser,		nil, 2,  9.,0,25a,15d, 10h,6f, 35,0,  2, Eng, 000000000001001
Monoplane,		Exp, 1,  4.,1,  2a,2d,  1h,1f,  8,0,  3, Hor, 000000000000001
Sopwith Camel,		X3,  1,  6.,1,  9a,7d,  2h,4f, 10,0,  3, Gen, 000000000010001
Biplane,		nil, 1,  6.,1,  6a,5d,  2h,4f, 10,0,  3, Gen, 000000000010001
Fokker Dr.I,		X2,  1,  7.,1,  8a,8d,  2h,4f, 12,0,  3, Esp, 000000000010001
Nieuport 17,		X3,  1,  6.,1,  8a,8d,  2h,4f, 12,0,  3, Exp, 000000000010000
Zeppelin,		nil, 1,  7.,2, 15a,2d,  2h,4f, 12,0,  0, Ast, 000000000000000
Handly Page D/100,	X3,  1,  9.,2, 20a,4d,  3h,5f, 14,0,  0, Sth, 000000000000000
Gotha G-V,		X2,  1,  8.,2, 18a,4d,  3h,4f, 14,0,  0, Sth, 000000000000000
Armored Vehicle,	nil, 0,  2.,0, 10a,5d,  4h,3f, 10,0,  0, Met, 000010000000000
Mark V Tank,		X3,  0,  2.,0, 13a,9d,  5h,4f, 12,0,  0, PT,  000010000000000
A7V PzKpfw,		X2,  0,  2.,0, 12a,9d,  4h,4f, 15,0,  0, PT,  000010000000000
MG Position,		nil, 0,  1.,0,  0a,9d,  6h,4f,  6,0,  1, Ldr, 000010000000000
Sturmtruppen,		X2,  0,  2.,0, 10a,7d,  8h,2f, 12,0,  0, Med, 000000001000010
7.62cm IG L16.5,	nil, 0,  1.,0, 12a,2d,  2h,6f,  8,0,  0, San, 000000001000000
ANZAC Troops,		nil, 0,  1.,0,  7a,6d,  8h,2f,  6,0,  0, no,  000000001000000
Kaiserjger,		nil, 0,  1.,0,  9a,7d,  8h,2f, 12,0,  0, U1,  000001001000000
Alpini,			nil, 0,  1.,0,  9a,7d,  8h,2f, 12,0,  0, U3,  000001001000000
Tirailleurs dAfrique,	Wri, 0,  1.,0,  6a,6d,  8h,2f,  5,0,  0, Rob, 000000001000000
3.7cm Field Gun,	nil, 0,  1.,0,  7a,2d,  2h,4f,  6,0,  0, Roc, 000000001000000
Battle Gas,	   	nil, 0,  4.,0, 10a,0d,  1h,8f,  2,0,  0, Bro, 001000001000000
Cossack Regiment,	X1,  0,  2.,0,  5a,4d,  6h,2f,  8,0,  0, Chi, 000000000000000
British Army,		Inv, 0,  1.,0,  6a,6d,  8h,2f,  4,0,  0, Wri, 000000001000000
British Army,		X3,  0,  1.,0,  6a,7d,  8h,2f,  4,0,  0, Inv, 000000001000000
Schutztruppe Afrika,	X2,  0,  1.,0,  5a,5d,  6h,2f,  4,0,  0, no,  000000001000000
Kings African Rifles,	X3,  0,  1.,0,  5a,4d,  6h,2f,  4,0,  0, no,  000000001000000
Greek Infantry,		nil, 0,  1.,0,  6a,6d,  8h,2f,  4,0,  1, no,  000000001000000
Freight Ship,		nil, 2, 10.,0,  0a,3d,  3h,1f,  6,4,  4, Amp, 000000000000000
Romanian Infantry,	X3,  0,  1.,0,  5a,5d,  8h,2f,  4,0,  0, no,  000000001000000
Red Cavalry Regiment,  	nil, 0,  2.,0,  5a,4d,  6h,2f,  4,0,  0, no,  000000000000000
not used, 	   	nil, 0,  0.,0,  1a,1d,  1h,1f,  1,0,  1, 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 Fascism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     3,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Drt
Plains,     2,2,  1,1,0,   yes, 3, 1, 1,   yes, 4, 4,  0,  no,    ; Pln
Grassland,  2,2,  2,1,0,   yes, 6, 1, 1,   yes, 4, 4,  0,  no,    ; Grs
Forest,     4,3,  0,2,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; For
Hills,      6,5,  0,2,0,   yes, 2, 1, 0,   yes, 6, 6,  0,  no,    ; Hil
Mountains,  8,7,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Mou
Urban,      2,2,  4,5,5,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Tundra,     3,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Arable,     2,2,  6,1,1,   yes, 9, 3, 2,   yes, 0, 6,  3,  no,    ; Swa
Jungle,     4,3,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Dunes,      3,2,  0,0,0,
Dairy Farm, 2,2,  9,3,1,
Wind Mill,  2,2,  2,4,2,
Village,    2,2,  1,3,3,
Copper Mine,6,5,  0,8,4,
Mountains,  8,7,  0,0,0,
Urban,      2,2,  4,5,5,
Tundra,     3,2,  0,0,0,
Orchard,    2,2,  8,2,4,
Jungle,     4,3,  0,0,0,
Fish,       1,2,  2,1,2,
Oasis,      3,2,  2,1,1,
Wheat Farm, 2,2,  9,3,1,
Estate,     2,2,  2,4,2,
Village,    2,2,  1,3,3,
Coal Mine,  6,5,  0,8,4,
Mountains,  8,7,  0,0,0,
Urban,      2,2,  4,5,5,
Forest,     4,3,  0,2,0,
Estate,     2,2,  2,4,2,
Jungle,     4,3,  0,0,0,
Fish,       1,2,  2,1,2,

@GOVERNMENTS
Anarchy,        General,           General
Despotism,      General,           General
Monarchy,       General,           General
Dictature,      General,           General
Monarchy,       Emperor,           Emperor
Democracy,      Commander-in-Chief,Commander-in-Chief
Democracy,      General,           General

;
;   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
Nicholas II,	  None,      0, 1, 0, Russian Empire,	Russian,    1,  0, -1,     
Franz Josef,	  None,      0, 2, 3, Austria-Hungary,	Austrian,  -1,  0, -1,     
Wilhelm II,	  None,      0, 3, 3, German Empire,	German,     1,  0, -1,     
Mohammad V,	  None,      0, 4, 1, Ottoman Empire,	Turkish,    0,  0, -1,     
Woodrow Wilson,	  None,      0, 5, 3, United States,	American,   0, -1,  1,     
Lloyd George,	  None,      0, 6, 3, Entente cordiale,	Allied,     1,  0,  0,     
Giovanni Giolitti,None,      0, 7, 7, Italy,		Italian,    1,  0, -1,   
Nicholas II,	  None,      0, 1, 0, Russian Empire,	Russian,    1,  0, -1,     
Franz Josef,	  None,      0, 2, 3, Austria-Hungary,	Austrian,  -1,  0, -1,     
Wilhelm II,	  None,      0, 3, 3, German Empire,	German,     1,  0, -1,     
Mohammad V,	  None,      0, 4, 1, Ottoman Empire,	Turkish,    0,  0, -1,     
Woodrow Wilson,	  None,      0, 5, 3, United States,	American,   0, -1,  1,     
Lloyd George,	  None,      0, 6, 3, Entente cordiale,	Allied,     1,  0,  0,     
Giovanni Giolitti,None,      0, 7, 7, Italy,		Italian,    1,  0, -1,   
Nicholas II,	  None,      0, 1, 0, Russian Empire,	Russian,    1,  0, -1,     
Franz Josef,	  None,      0, 2, 3, Austria-Hungary,	Austrian,  -1,  0, -1,     
Wilhelm II,	  None,      0, 3, 3, German Empire,	German,     1,  0, -1,     
Mohammad V,	  None,      0, 4, 1, Ottoman Empire,	Turkish,    0,  0, -1,     
Woodrow Wilson,	  None,      0, 5, 3, United States,	American,   0, -1,  1,     
Lloyd George,	  None,      0, 6, 3, Entente cordiale,	Allied,     1,  0,  0,     
Giovanni Giolitti,None,      0, 7, 7, Italy,		Italian,    1,  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
Livestock,
Textiles,
Wood,
Ale,
Steel,
Concrete,
Ammunition,
Rations,
Equipment,
Tools,
Medical Supplies,
Chemicals,
Spare Parts,
Coal,
Petrol,
Aluminum,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         Z
Build Irrigation,   I
Build Industry,     m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Corporal
Sergeant
Lieutenant
Captain
Colonel
General


@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged







