;
;   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
60      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
16      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; 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
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
25      ; Percent shield penalty for production type change
4       ; 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
Non Roman,          4,-2,  nil, no,  0, 2    ; AFl
Non Persian,        5, 1,  nil, nil, 0, 2    ; Alp
Non German,         3,-2,  nil, nil, 0, 2    ; Amp
Non Arab,           4, 1,  nil, nil, 0, 2    ; Ast
Non Goth,           4,-1,  nil, nil, 0, 2    ; Ato
Non Vandal,         6,-1,  nil, nil, 0, 2    ; Aut
Non Insurgent,      4, 1,  nil, nil, 0, 2    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Citizenship,        6,-1,  no,  nil, 0, 4    ; Bro
Islam,              5, 0,  no,  no,  0, 2    ; Cer
Chemistry,          5,-1,  no,  no,  1, 3    ; Che
Chivalry,           4,-2,  no,  no,  1, 0    ; Chi
Code of Laws,       4, 1,  no,  no,  0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  no,  no,  0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  no,  no,  0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  no,  no,  0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  no,  no,  0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  no,  no,  0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  nil, nil, 2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Roman Empire,       3, 0,  nil, nil, 0, 2    ; X1 
Persian Empire,     3, 0,  nil, nil, 0, 2    ; X2 
German Empire,      3, 0,  nil, nil, 0, 2    ; X3 
Arab,               3, 0,  nil, nil, 0, 2    ; X4 
Goth,               3, 0,  nil, nil, 0, 2    ; X5 
Vandal,             3, 0,  nil, nil, 0, 2    ; X6 
Insurgent,          3, 0,  nil, nil, 0, 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,
Palace,                   10, 0,    nil,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    nil,
Temple,                    4, 1,    nil,
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    X1, 
Courthouse,                8, 1,    nil,
City Walls,                8, 0,    nil,
Aqueduct,                  8, 2,    nil,
Money Lenders,            12, 3,    nil,
Gladiator Games,          12, 3,    X1, 
Academy,                  16, 3,    X1, 
Forum,                    16, 4,    X1, 
Annual Temple Festival,   10, 4,    X1, 
Free Trade,               20, 4,    X1, 
Global Trade Market,      32, 6,    X1, 
SDI Defense,              20, 4,    no, 
Nightly City Transport,   20, 2,    X1, 
Statue to Mercury,        16, 4,    X1, 
Blacksmith's Guild,       24, 4,    X1, 
Nuclear Plant,            16, 2,    no, 
Trade with the Orient,    16, 4,    X1, 
City Reservoir,           12, 2,    X1, 
Merchant Farmers,          8, 3,    X1, 
Luxury Market,            20, 5,    X1, 
Alchemy Guild,            16, 3,    X1, 
Mountain Peaks,           10, 2,    no, 
Coastal Fortress,          8, 1,    nil,
Criminal Work Gangs,      32, 4,    X1, 
Harbor,                    6, 1,    nil,
Fishery,                  16, 3,    X1, 
Maxian's Foundry,         16, 3,    no, 
Nightly Watch,             6, 2,    X1, 
Shipyard,                  8, 3,    X1, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Imperial Treasury Tithe,  60, 0,    nil,
Agricultural Guild,       200, 0,    nil,
Citizenship Grants,       100, 0,    Bro,
Trade Nexus,              150, 0,    X1, 
Lighthouse of Alexandria, 50, 0,    X1, 
Great Library,            30, 0,    no, 
Oracle of Delphi,         200, 0,    X1, 
Military Prowess,         200, 0,    X1, 
Oath of Responsibility,   200, 0,    X1, 
Islam,                    200, 0,    no, 
Madame De'Orelio,         20, 0,    no, 
Religious Pilgrimage,     200, 0,    X1, 
Imperial Library,         150, 0,    X1, 
Goddess of the Winds,     200, 0,    nil,
Persian Malevolence,      150, 0,    X2, 
Leonardo's Workshop,      40, 0,    no, 
Persian Monarchy,         200, 0,    X2, 
Archimedes Temple,        150, 0,    X1, 
Roman Planning,           200, 0,    X1, 
Ancient Manuscripts,      40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Cult of the Imperator,    30, 0,    no, 
Martial Law,              100, 0,    X1, 
Imperial Iron Market,     200, 0,    X1, 
Manhattan Project,        60, 0,    no, 
Diplomatic Corps,         60, 0,    no, 
Apollo Program,           60, 0,    no, 
Imperial Alchemy Mandate, 200, 0,    X1, 
Emperor's Goodwill,       200, 0,    X1, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Agricultural Guild
nil,        ; Citizenship Grants
nil,        ; Trade Nexus
nil,        ; Lighthouse of Alexandria
no,         ; Great Library
nil,        ; Oracle of Delphi
nil,        ; Military Prowess
nil,        ; Oath of Responsibility
nil,        ; Islam
no,         ; Madame De'Orelio
nil,        ; Religious Pilgrimage
nil,        ; Imperial Library
nil,        ; Goddess of the Winds
nil,        ; Persian Malevolence
no,         ; Leonardo's Workshop
nil,        ; Persian Monarchy
nil,        ; Archimedes Temple
nil,        ; Roman Planning
no,         ; Ancient Manuscripts
no,         ; Statue of Liberty
no,         ; Cult of the Imperator
nil,        ; Martial Law
nil,        ; Imperial Iron Market
no,         ; Manhattan Project
no,         ; Diplomatic Corps
nil,        ; Apollo Program
nil,        ; Imperial Alchemy Mandate
nil,        ; Emperor's Goodwill


;
;    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
Workers,      X1,  0,  1.,0,  0a,1d,  2h,1f,  5,0,  5, nil, 000000000000000
Ballista,     nil, 0,  1.,0, 10a,2d,  2h,2f, 10,0,  0, X1,  000000000000011
Roman Legion, nil, 0,  2.,0,  8a,5d,  2h,2f, 15,0,  0, X1,  000010000000011
RomanAuxiliary,nil, 0,  2.,0,  6a,4d,  2h,2f, 12,0,  0, X1,  000000000000010
Roman Archers,nil, 0,  3.,0,  7a,2d,  2h,2f,  8,0,  0, X1,  000000000000011
Roman Cavalry,nil, 0,  4.,0,  9a,4d,  2h,2f, 14,0,  0, X1,  000000000000011
Trireme,      nil, 2,  5.,0,  0a,4d,  2h,2f, 10,3,  4, nil, 000000000000001
Warship,      nil, 2,  4.,0,  5a,4d,  2h,2f, 15,0,  2, nil, 000000000000001
Catapult,     nil, 0,  1.,0, 12a,2d,  2h,2f, 12,0,  0, X1,  000000000000011
Praetorians,  nil, 0,  2.,0, 10a,7d,  2h,2f, 18,0,  0, X1,  000000000000011
Pra. Cavalry, nil, 0,  4.,0, 11a,5d,  2h,2f, 17,0,  0, X1,  000000000000011
Per. Spearmen,nil, 0,  2.,0,  5a,3d,  2h,2f,  4,0,  0, X2,  000000000000000
Per. Swordmen,nil, 0,  2.,0,  7a,4d,  2h,2f,  5,0,  0, X2,  000000000000000
War Elephants,nil, 0,  2.,0, 12a,5d,  2h,2f,  6,0,  0, X2,  000000000000001
Per. Cavalry, nil, 0,  4.,0, 10a,5d,  2h,2f,  5,0,  0, X2,  000000000000001
Syrian Archers,nil, 0,  3.,0,  8a,3d,  2h,2f,  4,0,  0, X2,  000000000000001
Immortals,    nil, 0,  2.,0,  9a,5d,  2h,2f,  7,0,  0, X2,  000000000000000
Arab Spearmen,nil, 0,  2.,0,  7a,3d,  2h,2f,  4,0,  1, X4,  000000000000000
Arab Swordmen,nil, 0,  2.,0, 10a,4d,  2h,2f,  5,0,  0, X4,  000000000000000
Arab Archers, nil, 0,  2.,0,  8a,4d,  2h,2f,  4,0,  0, X4,  000000000000001
Hyapist,      nil, 0,  4.,0, 11a,6d,  2h,2f,  6,0,  0, X4,  000000000000001
German Regular,nil, 0,  2.,0,  8a,4d,  2h,2f,  8,0,  0, X3,  000000000000000
Ger. Berzerker,nil, 0,  2.,0, 10a,5d,  2h,2f, 12,0,  0, X3,  000000000000000
Ger. Cavalry, nil, 0,  4.,0,  8a,3d,  2h,2f, 12,0,  0, X3,  000000000000001
Ger. Longbow, nil, 0,  3.,0,  7a,3d,  2h,2f,  7,0,  0, X3,  000000000000001
Vik. Longboats,nil, 2,  4.,0,  6a,5d,  2h,2f, 12,2,  2, no,  000000000000001
Gallic Warrior,nil, 0,  2.,0,  7a,5d,  2h,2f, 10,0,  0, X3,  000000000000000
The Hun,      nil, 0,  4.,99, 17a,10d, 2h,2f,  1,0,  0, no,  000011001000011
Prefect,      nil, 0,  2.,2,  5a,3d,  2h,2f, 10,0,  1, X1,  000000000000000
Goth Archers, nil, 0,  3.,0,  6a,4d,  2h,2f,  6,0,  0, X5,  000000000000001
Goth Cavalry, nil, 0,  4.,1,  9a,4d,  2h,2f, 12,0,  0, X5,  000000000000001
Goth Berzerker,nil, 0,  2.,99, 12a,5d,  2h,2f, 10,0,  0, X5,  000000000000011
Vandal Cavalry,nil, 0,  4.,0,  9a,3d,  2h,2f, 12,2,  0, X6,  000000000000001
V. Berzerkers,nil, 0,  2.,99, 11a,4d,  2h,2f, 10,3,  0, X6,  000000000000011
Hun Gothic Cav,nil, 0,  4.,0,  9a,4d,  2h,2f,  1,4,  0, no,  000000000000001
Hun Gothic Ber,nil, 0,  2.,0, 12a,5d,  2h,2f,  1,2,  0, no,  000000000000000
Ce. Settlement,no,  0,  0.,0,  0a,3d,  2h,1f,  5,0,  1, no,  000000100000001
German Armor, nil, 0,  2.,0, 14a,7d,  2h,3f, 14,0,  0, no,  000010000000001
R.Horse Archer,nil, 0,  4.,0, 12a,5d,  2h,3f, 16,0,  0, no,  000000000000011
Trebuchet,    nil, 0,  1.,0, 20a,20d, 2h,4f, 20,0,  0, no,  000000001000001
Sass. Knight, nil, 0,  4.,0, 14a,7d,  2h,3f, 15,0,  0, no,  000000000000001
Roman Federate,nil, 0,  2.,0, 12a,5d,  2h,2f, 10,0,  0, no,  000000000000000
Roman Optimati,nil, 0,  4.,0, 14a,7d,  2h,3f, 18,0,  0, no,  000000000000001
Roman Engineer,nil, 0,  2.,0,  2a,3d,  2h,2f,  7,8,  5, X1,  000000000000001
Traitors,     nil, 0,  1.,0,  5a,5d,  2h,2f,  8,0,  1, no,  000000000000010
German Leader,nil, 0,  1.,1, 25a,27d, 4h,4f,  6,0,  0, no,  110010000001111
M. Aurelius,  nil, 0,  1.,0, 27a,25d, 2h,2f,  3,0,  0, no,  000011001000011
Diocletian,   nil, 0,  1.,0, 20a,15d, 2h,2f,  8,1,  0, no,  000001000000011
Constantine,  nil, 0,  1.,0, 30a,20d, 2h,2f,  5,0,  0, no,  000011001000011
Valens,       nil, 0,  1.,0, 15a,20d, 2h,2f,  5,2,  0, no,  000010000000011
Artaxerxes,   nil, 0,  1.,0, 15a,10d, 2h,2f,  3,0,  0, no,  000001000000011
Attila the Hun,nil, 0,  2.,0, 25a,20d, 2h,2f,  2,0,  0, no,  000111000000011
Queen Zenobia,nil, 0,  2.,0, 15a,15d, 2h,2f,  3,1,  0, no,  000001001000011
Abu Bakr,     nil, 0,  2.,4, 15a,10d, 2h,2f,  3,0,  0, no,  000010001000011
Fort,         nil, 0,  0.,0,  0a,10d, 2h,2f, 15,0,  1, X1,  000000100000001
Ger.Settlement,nil, 0,  0.,0,  0a,3d,  2h,1f,  2,0,  1, X3,  000000100000001
Thunderstorm, nil, 1,  4.,0, 45a,45d, 2h,5f,  1,0,  0, no,  100001001011011
Mountain,     nil, 0,  0.,0, 45a,45d, 2h,5f,  1,0,  0, no,  000000000000000
G. Settlement,nil, 0,  0.,0,  0a,3d,  2h,1f,  2,0,  1, X5,  000000100000001
Iceberg,      nil, 2,  3.,0, 15a,7d,  2h,5f,  1,0,  1, no,  100000000001001
V. Settlement,nil, 0,  0.,0,  0a,3d,  2h,1f,  2,0,  1, X6,  000000100000001
Gigantic Squid,nil, 2,  5.,0, 12a,5d,  2h,2f,  1,0,  0, no,  100000000001001

;
; 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, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Volcano,    2,3,  1,0,0,   no,  0,15, 6,   no,  0,15,  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,
Horses,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Iron,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Water,      1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Furs,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Gems,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spring,     2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Sir,         Madame
Despotism,      Lord,        Lady
Monarchy,       Emperor,     Empress
Communism,      King,        Queen
Fundamentalism, Lord,        Lady
Republic,       Consul,      Consul
Democracy,      Imperator,   Imperator

;
;   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, Imperator, Imperatrix, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1,  1, -1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1,  1, -1,     4, Lord Protector, Lady Protector, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 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,  1, -1,
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, 1, English,     English,     1,  1, -1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 1, 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, 1, Spanish,     Spanish,     1,  1, -1,     4, Lord Protector, Lady Protector
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     1,  1, -1,     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
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@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













