;
;   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)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
15      ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
7       ; 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
American,           0, 0,  no,  no,  3, 2    ; AFl
German,             0, 0,  no,  no,  3, 2    ; Alp
British,            0, 0,  no,  no,  3, 2    ; Amp
Axis,               0, 0,  no,  no,  3, 2    ; Ast
Soviet,             0, 0,  no,  no,  3, 2    ; Ato
Powersthatbe,       0, 0,  no,  no,  3, 2    ; Aut
Improved Cyclotron, 0, 0,  no,  nil, 3, 3    ; Ban
Bridge Building,    0, 0,  no,  no,  3, 4    ; Bri
Implosion Solution, 0, 0,  no,  nil, 3, 3    ; Bro
Liq. Ther. Enrichment,0, 0,  no,  nil, 3, 3    ; Cer
Compression Lens,   0, 0,  no,  nil, 3, 3    ; Che
80% U235 Enrichment,0, 0,  no,  no,  3, 3    ; Chi
U235 Critical Mass, 0, 0,  CA,  no,  3, 3    ; CoL
Atomic Ignition Switch,0, 0,  Che, nil, 3, 0    ; CA 
Atomic Bomb Construction,0, 0,  CoL, nil, 3, 0    ; Cmb
Atomic Delivery Device,0, 0,  Pot, Wri, 3, 4    ; Cmn
U-238 to Pu239 Creation,0, 0,  Cmb, nil, 3, 3    ; Cmp
Plutonium Bomb,     0, 0,  Cmp, nil, 3, 4    ; Csc
Breeder Reactor Plan,0, 0,  Csc, nil, 3, 4    ; Cst
Dual-Spool Engine,  0, 0,  no,  no,  3, 0    ; Cor
J-57 Engine Research,0, 0,  no,  no,  3, 0    ; Cur
Compressor Stall Fix,0, 0,  no,  nil, 3, 0    ; Dem
J-47 Engine Research,0, 0,  Pla, Nav, 3, 0    ; Eco
Variable Stator,    0, 0,  no,  nil, 3, 0    ; E1 
J-79 Engine Research,0, 0,  Eco, nil, 3, 0    ; E2 
Supersonic Flight,  0, 0,  Plu, nil, 3, 0    ; Eng
J-31 Whittle Copy,  0, 0,  no,  no,  3, 0    ; Env
Turbo Prop Engine,  0, 0,  no,  nil, 3, 0    ; Esp
Afterburner Design, 0, 0,  Pla, nil, 3, 0    ; Exp
Jumo 004E Production,0, 0,  no,  no,  3, 0    ; Feu
Jumo 005A Research, 0, 0,  no,  no,  3, 0    ; Fli
Jumo 012 Development,0, 0,  no,  no,  3, 0    ; Fun
Jumo 012 Production,0, 0,  Fun, E1,  3, 0    ; FP 
Jumo 022 Prototype, 0, 0,  FP,  Pla, 3, 0    ; Gen
Jumo 022 Production,0, 0,  Gen, nil, 3, 0    ; Gue
Sanger Ramjet Research,0, 0,  Exp, no,  3, 0    ; Gun
Ramjet Production,  0, 0,  Gun, Eng, 3, 0    ; Hor
Entwicklung "E-Series",0, 0,  no,  nil, 3, 0    ; Ind
Jagdpanzer E-25 Design,0, 0,  no,  nil, 3, 0    ; Inv
E-25 Production,    0, 0,  Inv, nil, 3, 0    ; Iro
E-50 Medium Tank Design,0, 0,  no,  nil, 3, 0    ; Lab
E-50 Production,    0, 0,  Lab, nil, 3, 0    ; Las
E-75 Combat Tank Design,0, 0,  no,  nil, 3, 0    ; Ldr
E-75 Production,    0, 0,  Ldr, nil, 3, 0    ; Lit
E-100 SuperHeavy Design,0, 0,  no,  nil, 3, 0    ; Too
E-100 Production,   0, 0,  Too, nil, 3, 0    ; Mag
Jagdtiger Production,0, 0,  no,  nil, 3, 0    ; Map
Sturmtiger Design,  0, 0,  no,  nil, 3, 0    ; Mas
Sturmtiger Production,0, 0,  Mas, nil, 3, 0    ; MP 
Base Chasis Mnfg,   0, 0,  no,  nil, 3, 0    ; Mat
Maybach HL230 Base, 0, 0,  no,  nil, 3, 0    ; Med
AA-Gun Research,    0, 0,  no,  nil, 3, 0    ; Met
Flakpanzer V Coelian,0, 0,  no,  no,  3, 0    ; Min
A-4 Refinement,     0, 0,  no,  nil, 3, 0    ; Mob
A-4 Guidance Device,0, 0,  no,  nil, 3, 0    ; Mon
Strategic A-5 Design,0, 0,  no,  nil, 3, 0    ; MT 
Dual Stage A-5,     0, 0,  no,  nil, 3, 0    ; Mys
L Range Bomber Research,0, 0,  E1,  nil, 3, 0    ; Nav
Flying Wing Stabilization,0, 0,  Eng, no,  3, 0    ; NF 
Arado E.555 Design, 0, 0,  Gue, NF,  3, 0    ; NP 
Philosophy,         0, 0,  no,  no,  3, 0    ; Phi
Dogfight Tactics,   0, 0,  no,  nil, 3, 0    ; Phy
High G Research,    0, 0,  E1,  nil, 3, 0    ; Pla
Swept Wing Design,  0, 0,  Pla, nil, 3, 0    ; Plu
Atomic Wing Project,0, 0,  NP,  Cst, 3, 0    ; PT 
High Altitude Bombing,0, 0,  Nav, nil, 3, 0    ; Pot
Radio,              0, 0,  no,  no,  3, 4    ; Rad
Railroad,           0, 0,  no,  no,  3, 1    ; RR 
Naval Radar Computer,0, 0,  no,  no,  3, 0    ; Rec
Advanced Ship Design,0, 0,  no,  nil, 3, 0    ; Ref
Refrigeration,      0, 0,  no,  no,  3, 1    ; Rfg
Rocket Infantry Idea,0, 0,  no,  no,  3, 0    ; Rep
Personal RPU Design,0, 0,  no,  no,  3, 0    ; Rob
Phoenix Corps Formation,0, 0,  Rob, nil, 3, 0    ; Roc
Carrier Jet Landings,0, 0,  no,  nil, 3, 0    ; San
Steam Driven launcher,0, 0,  no,  nil, 3, 0    ; Sea
Ubermenschen Program,0, 0,  no,  nil, 3, 0    ; SFl
Soviet Revival,     0, 0,  no,  nil, 3, 2    ; Sth
"Firestorm" Planning,0, 0,  no,  no,  3, 0    ; SE 
B-29 Tupolev,       0, 0,  no,  nil, 3, 0    ; Stl
Adv Fighter Rev. Eng,0, 0,  no,  nil, 3, 0    ; Sup
Op: "Atomika Amerika",0, 0,  PT,  Cmn, 3, 0    ; Tac
Speer's War Footing,0, 0,  no,  nil, 3, 1    ; The
Mass War Production,0, 0,  no,  nil, 3, 1    ; ToG
die Eroberungskrieg,0, 0,  no,  nil, 3, 0    ; Tra
Aircraft Radar,     0, 0,  no,  no,  3, 0    ; Uni
Generic,            0, 0,  no,  no,  3, 0    ; War
AmerBrit,           0, 0,  no,  no,  3, 2    ; Whe
In-Flight Fueling,  0, 0,  Nav, nil, 3, 0    ; Wri
Civilian Tech,      0, 0,  nil, nil, 3, 3    ; FT 
Uranium 235 Seperation,0, 0,  no,  nil, 3, 3    ; U1 
Replace,            0, 0,  no,  no,  3, 0    ; U2 
Adv Fighter Research,0, 0,  no,  nil, 3, 0    ; U3 
Extra Advance 1,    0, 0,  no,  no,  3, 0    ; X1 
Extra Advance 2,    0, 0,  no,  no,  3, 0    ; X2 
Extra Advance 3,    0, 0,  no,  no,  3, 0    ; X3 
Extra Advance 4,    0, 0,  no,  no,  3, 0    ; X4 
Extra Advance 5,    0, 0,  no,  no,  3, 0    ; X5 
Extra Advance 6,    0, 0,  no,  no,  3, 0    ; X6 
Extra Advance 7,    0, 0,  no,  no,  3, 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,
Capital Building,         100, 0,    nil,
Military Training Base,   40, 1,    nil,
Grain Silos,              60, 1,    nil,
Radio Station,            40, 1,    nil,
Marketplace,              80, 1,    nil,
Archives,                 80, 2,    nil,
Courthouse,               80, 2,    nil,
City Defenses,            80, 1,    nil,
Public Utilities,         80, 1,    nil,
Gold Depository,          120, 2,    nil,
Movie Theater,            40, 1,    nil,
State University,         160, 3,    nil,
Trolley System,           120, 2,    nil,
Sports Stadium,           130, 3,    nil,
Factory Complex,          200, 4,    nil,
Government Contractors,   250, 5,    nil,
London Air Forces,        20, 0,    no, 
Scrap Reclamation,        200, 1,    nil,
Coal Plant,               200, 4,    nil,
Hydroelectric Dam,        240, 4,    nil,
Natural Gas Storage,      160, 2,    nil,
Government Mint,          160, 4,    nil,
Service Industries,       120, 1,    nil,
Agro Corporations,        80, 2,    nil,
Autobahn,                 150, 2,    no, 
Fed Research Site,        160, 4,    nil,
Flak Air Defenses,        100, 2,    nil,
Naval Shore Guns,         80, 2,    nil,
Forced Labor Camps,       200, 4,    no, 
Commercial Harbor,        130, 2,    nil,
Seafood Industries,       160, 2,    nil,
Airfield,                 80, 2,    nil,
State Police,             80, 2,    nil,
Naval Shore Facility,     200, 4,    nil,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(War Bonds),              60, 0,    nil,
U.S. Grain Belt,          20, 0,    no, 
Mass Occult Rallies,      20, 0,    no, 
NY Stock Exchange,        20, 0,    no, 
British Admiralty,        20, 0,    no, 
Not in game,              30, 0,    no, 
Nazism,                   30, 0,    no, 
Operation "Fire Storm",    1, 0,    Stl,
Ubermenschen Program,     255, 0,    no, 
Speer's Industrial City,  200, 0,    no, 
Marco Polo's Embassy,     20, 0,    no, 
American Patriotism,      40, 0,    no, 
University of Chicago,    30, 0,    no, 
Resurgent Kriegsmarine,   40, 0,    no, 
Times Square,             30, 0,    no, 
Not in Game,              40, 0,    no, 
SS Civilian Police,       40, 0,    no, 
Von Braun Missile Range,  200, 0,    no, 
Butter and Guns,          200, 0,    U2, 
Himmler's Experiments,    200, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Arc de Triomphe,          30, 0,    no, 
Brutal Police Tactics,    150, 0,    U2, 
Niagara Power Authority,  60, 0,    no, 
Breeder Reactor,          255,10,    Cst,
Not in Game,              60, 0,    no, 
Not in Game,              60, 0,    no, 
Captured Scientists,      200, 0,    U2, 
Churchill's Charisma,     60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; U.S. Grain Belt
nil,        ; Mass Occult Rallies
nil,        ; NY Stock Exchange
nil,        ; British Admiralty
nil,        ; Not in game
nil,        ; Nazism
nil,        ; Operation "Fire Storm"
nil,        ; Ubermenschen Program
nil,        ; Speer's Industrial City
no,         ; Marco Polo's Embassy
nil,        ; American Patriotism
nil,        ; University of Chicago
nil,        ; Resurgent Kriegsmarine
nil,        ; Times Square
nil,        ; Not in Game
nil,        ; SS Civilian Police
nil,        ; Von Braun Missile Range
nil,        ; Butter and Guns
nil,        ; Himmler's Experiments
AFl,        ; Statue of Liberty
Alp,        ; Arc de Triomphe
nil,        ; Brutal Police Tactics
nil,        ; Niagara Power Authority
nil,        ; Breeder Reactor
nil,        ; Not in Game
nil,        ; Not in Game
nil,        ; Captured Scientists
nil,        ; Churchill's Charisma


;
;    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
Trenches,     no,  1,  0.,0,  0a,2d,  1h,1f,  4,0,  3, no,  000000000000000
Wehrmacht,    nil, 0,  1.,0,  3a,2d,  2h,1f,  6,0,  1, Alp, 000000000000000
Fallschirmjager,nil, 0,  2.,0,  4a,3d,  2h,1f,  8,0,  0, Alp, 000000100000000
US Army Rangers,nil, 0,  1.,0,  5a,4d,  2h,1f,  8,0,  0, AFl, 000000100000000
Brit Commandos,nil, 0,  1.,0,  5a,4d,  2h,1f,  6,0,  1, Amp, 000000100000000
Brit Infantry,nil, 0,  1.,0,  3a,3d,  2h,1f,  5,0,  1, Amp, 000000000000000
US Infantry,  nil, 0,  1.,0,  4a,2d,  2h,1f,  5,0,  1, AFl, 000000000000000
Infantry,     nil, 0,  0.,0,  1a,3d,  2h,1f, 20,0,  1, War, 000000000000000
Soviet Conscript,nil, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  1, Ato, 000100000000000
SS Stormtrooper,nil, 0,  2.,0,  5a,4d,  2h,1f,  9,0,  0, Ast, 000001000000000
Watchtower,   no,  0,  0.,0,  4a,10d, 2h,1f,  7,0,  1, no,  000000100000000
Buried Turret,nil, 0,  0.,0,  5a,15d, 2h,2f,  7,0,  1, Ato, 000000100000000
Sherman Firefly,nil, 0,  3.,0,  8a,7d,  2h,2f,  8,0,  0, Whe, 000000000000100
Signal 3,     no,  0,  0.,0,  0a,0d,  0h,1f,  1,0,  1, no,  000000000000000
Stuka Dive Bomber,nil, 1,  6.,2, 10a,6d,  3h,2f, 12,0,  0, Ast, 000000000000000
Luftwaffe Me262,nil, 1,  8.,1,  8a,8d,  3h,2f, 17,0,  3, Alp, 000000000010000
MeBf-109 "Toni",nil, 1,  8.,1,  6a,7d,  2h,2f, 13,0,  3, Alp, 000000000010000
IL2 Sturmovik,nil, 1,  8.,1,  7a,6d,  2h,2f, 10,0,  3, Ato, 000000000010000
Landing Craft,no,  2, 30.,0,  0a,1d,  1h,1f,  7,8,  4, no,  000000000000000
Tiger II,     no,  0,  3.,0, 10a,8d,  2h,2f,  4,0,  0, no,  000000000000111
Panther,      Lit, 0,  3.,0, 11a,9d,  2h,2f, 14,0,  0, Ast, 000000000000000
V-2 Rocket,   Mys, 1, 10.,1,  8a,3d,  2h,1f, 18,0,  0, Alp, 000000000000000
Adm. Canaris, no,  0,  2.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
Mech. Infantry,nil, 0,  2.,0,  6a,1d,  1h,1f,  8,0,  0, Ast, 000000000000000
Ore Factory,  no,  0,  0.,0,  1a,1d,  2h,1f,  4,0,  1, no,  000000000000000
Abwehr Escort,no,  2, 30.,0, 10a,5d,  2h,2f,  5,1,  0, no,  000000000000000
German Cruiser,nil, 2,  0.,0, 12a,2d,  3h,2f, 20,2,  2, Alp, 000000001000000
Open Slot 3,  no,  2,  0.,1,  4a,3d,  2h,2f,  6,3,  2, no,  000000010010001
Midway Class Carrier,nil, 2,  0.,2, 12a,1d,  2h,2f, 24,6,  2, AFl, 000000010000001
Allied Submarine,nil, 2,  0.,0, 10a,4d,  2h,2f, 20,0,  2, Whe, 000000000001000
Allied Cruiser,nil, 2,  0.,1,  8a,4d,  2h,2f, 18,1,  2, Whe, 000000000010001
U-Boat MkII,  nil, 2,  0.,2, 14a,5d,  2h,2f, 16,1,  2, Alp, 000000110001000
Kaiser Carrier,nil, 2,  0.,0,  1a,1d,  1h,1f, 27,8,  2, Alp, 000000010100000
Supermarine Spitfire,nil, 1,  8.,1,  2a,1d,  1h,1f, 11,3,  3, Amp, 000000000010000
Open Slot 4,  no,  1,  0.,0,  0a,2d,  2h,1f,  4,4,  0, no,  000000000000000
Mosquito Bomberer,nil, 1, 12.,2,  4a,2d,  2h,1f, 14,2,  0, Amp, 000000000010000
Canberra Bomber,nil, 1, 10.,2,  4a,4d,  3h,1f, 17,0,  0, Amp, 000000000000000
Gloster Meteor,nil, 1,  9.,1,  4a,4d,  3h,1f, 17,0,  3, Amp, 100000000010001
Open Slot 5,  no,  1,  0.,0,  6a,6d,  3h,2f,  8,0,  3, no,  000000000010000
P-38 Lightning,nil, 1,  0.,2,  8a,8d,  3h,2f, 14,0,  3, AFl, 010000000010001
P-80 Shooting Star,nil, 1, 10.,1, 12a,12d, 4h,2f, 14,0,  3, AFl, 000000000010001
Open Slot 6,  nil, 1,  0.,0, 10a,2d,  3h,2f,  6,0,  3, no,  100000000010001
B-29 Superfortrrtress,nil, 1,  0.,2,  1a,9d,  4h,2f, 18,0,  3, AFl, 010000000000001
F-8 Bearcat,  nil, 1, 10.,1,  0a,3d,  3h,1f, 12,8,  3, AFl, 000000000010000
Open Slot 7,  no,  1,  0.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Rocket Infantry,nil, 1,  5.,0, 12a,5d,  1h,1f, 16,0,  0, Roc, 000000100010111
Flamethrower, nil, 0,  2.,0,  5a,3d,  1h,1f,  7,0,  0, Alp, 000000000000100
Otto Skorzeny,no,  0,  3.,0,  7a,7d,  2h,1f,  3,0,  0, no,  000000000000101
Open Slot 8,  no,  0,  1.,10,  5a,4d,  1h,2f,  5,0,  0, no,  000000000100010
Signal 1,     no,  0,  0.,0,  0a,0d,  1h,1f,  5,0,  1, no,  000000000000010
Signal 2,     no,  0,  0.,0,  0a,0d,  1h,1f,  3,0,  1, no,  000001000000010
Open Slot 9,  no,  0,  0.,0,  0a,0d,  1h,1f,  5,0,  1, no,  000000000000000
Signal 3,     no,  0,  0.,0,  0a,0d,  2h,1f,  5,1,  1, no,  000000000000000
Maus,         no,  0,  2.,4, 11a,9d,  3h,2f,  2,0,  0, no,  000010000000100
Open Slot 10, no,  0,  1.,0,  5a,1d,  2h,1f,  4,0,  0, no,  000000100010101
Open Slot 11, no,  0,  0.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Open Slot 12, no,  2, 10.,20,  8a,6d,  2h,3f,  4,0,  2, no,  000000000000001
Signal 5,     no,  0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  000000000000000
Open Slot 13, no,  0,  1.,10,  4a,3d,  2h,1f,  4,0,  0, no,  000010000100011
Open Slot 14, no,  0,  1.,10,  3a,3d,  2h,1f,  4,0,  0, no,  000000000100001
No Pass,      no,  0,  0.,0,  0a,0d,  2h,1f,  4,0,  1, no,  000000000010100
Anti-Aircraft,no,  0,  0.,0,  0a,99d, 2h,1f,  4,0,  1, no,  010000000000000

;
; 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,     2,1,  0,0,0,   yes, 1, 5, 1,   yes, 1, 5,  1,  no,    ; Drt
Plains,     1,2,  1,0,0,   yes, 1, 5, 1,   yes, 1,15,  1,  no,    ; Pln
Grassland,  1,1,  1,1,0,   yes, 1, 5, 1,   yes, 1,10,  1,  no,    ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 1,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 1,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  1,  no,    ; Mou
Glacier,    2,2,  0,0,0,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Oil Field,  1,2,  1,10,6,   no,  0, 0, 0,   yes, 3, 3,  1,  no,    ; Gla
Grain Belt, 1,3,  10,2,2,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Swa
Jungle,     10,3,  1,0,0,   Grs, 0,15, 0,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Desert Waste,1,2,  0,0,0,
Sheep Farm, 1,2,  2,3,1,
Grassland,  1,2,  2,1,0,
Hunting Lodge,2,3,  1,1,1,
Orchard,    2,4,  2,1,1,
Mountain Peak,3,6,  0,0,0,
Frozen Waste,2,0,  0,0,0,
Petrol Tanks,1,2,  1,8,7,
Grain Silos,1,3,  12,4,2,
Wild Birds, 2,3,  1,1,4,
Fish,       1,2,  3,0,2,
Remote Oasis,1,2,  0,0,1,
Ranch,      1,2,  2,1,0,
Grassland,  1,2,  2,1,0,
Logging Camp,2,3,  0,2,3,
Brewery,    2,4,  3,2,4,
S.O.S.,     3,6,  0,0,0,
Barren Ice, 1,2,  0,0,0,
Natural Gas,1,2,  0,9,5,
Pig Farm,   1,3,  11,5,4,
Cannibals,  2,0,  0,0,0,
Dolphins,   1,2,  2,2,1,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Prime Minister,Leader
Fascism,        Il Duce,     Il Duce
Nazism,         Fuehrer,     Fuehrer
Communism,      Premier,     Premier
Democracy,      President,   Prime Minister
Not Open,       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
Rommel,       Livia,               0, 1, 2, Romans,      Roman,       1,  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
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
Roosevelt,    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
Mussolini,    Nazca,               0, 4, 2, Aztecs,      Aztec,       1,  1, -1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Churchill,    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, 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
Molotov,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1, -1,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 3, 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, 1, Sioux,       Sioux,      -1, -1,  1,     1, Prime Minister, Prime Minister, 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
Machinery,
Chemicals,
Grain,
Seafood,
Beef,
Produce,
Record Players,
Nylons,
Soda Pop,
Uniforms,
Shell Casings,
Ball Bearings,
Copper Wire,
Aluminum,
Oil,
Steel,


@ORDERS
Dig In!,            F
Dug In,             F
Sentry,             S
Build Bunker,       F
Build Rail Line,    R
Build Farm,         I
Build Factory,      m
Transform,          O
Repair Battledamage,p
Build Airfield,     E
Go to,              G


@DIFFICULTY
Schutze
Oberfeldwebel
Leutnent
Hauptmann
Oberst
Feldmarschall

@ATTITUDES
Pandering
Helpful
Respectful
Non Demanding
Middle of the Road
Uncooperative
Disrespectful
On the Brink
Out for Blood













