;
;   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
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # 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)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
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)
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
10      ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; 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
Numidian alliance,  1,-2,  E2, nil, 3, 2    ; AFl
Hellenic education, 1, 1,  nil, nil, 0, 3    ; Alp
Destiny,            1,-2,  Med, no, 0, 2    ; Amp
Professional army,  1, 1,  Amp, nil, 3, 2    ; Ast
Iberian vassals,    1,-1,  Amp, no, 3, 2    ; Ato
NO-Automobile,      6,-1,  no,  no,  3, 4    ; Aut
Banking,  4, 1,  no, no, 0, 4    ; Ban
Bridge Building,    4, 0,  nil, Cst, 0, 4    ; Bri
Magna Graecia,      1,-1,  Amp, nil, 3, 2    ; Bro
Era of the diadochi,  5, 0,  no, no, 1, 3    ; Cer
Greek mercenaries,  1,-1,  Too, nil, 1, 3    ; Che
Forts,              4,-2,  no,  no,  1, 0    ; Chi
Code of Laws,       4, 1,  no,  no,  0, 2    ; CoL
NO-Combined Arms,   5,-1,  no,  no,  3, 0    ; CA 
General Levy,       5,-1,  no,  no,  0, 0    ; Cmb
NO-communism,       5, 0,  no,  no,  2, 2    ; Cmn
Syrracouse,         1, 1,  Amp, nil, 1, 3    ; Cmp
Military Disaster,  1,-1,  Amp, nil, 2, 0    ; Csc
Civil engineering,       4, 0,  nil, nil, 0, 4    ; Cst
Hellenistic world,  1, 0,  Amp, nil, 0, 3    ; Cor
Analysis of the Punic wars,           1, 1,  E2,  nil,  3, 2    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Acropolis,          4, 1,  Amp, nil, 2, 1    ; Eco
Minor Invasion of Spain, 5, -1,  Eng,  nil,  2, 0    ; E1 
Polybius' history,  4, 1,  Amp, nil, 1, 2    ; E2 
Indirect approach,  5, -1,  Las,  nil,  2, 0    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Democratic sympathies,          1,-1,  U1,  nil, 3, 3    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
gdgh,               4,-1,  no,  no,  0, 0    ; Feu
Major invasion of Africa,4,-1,  Cur,  nil,  2, 0    ; Fli
Arrest the Senators!,1,-2,  Rec, nil, 3, 3    ; Fun
Chain mail armour,  3, 0,  Iro, nil, 3, 4    ; 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
Gladius Hispaniensis,           4,-1,  E2,  nil,  0, 0    ; Hor
Urbanisation,       1, 0,  Lab, nil, 0, 4    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
La Tene era,        5,-1,  U2,  nil, 3, 4    ; Iro
Republican army,    4,-1,  nil, Amp, 2, 0    ; Lab
Improved battlefield perfomance,          5, -1,  Csc,  nil,  2, 0    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Spartan tacticians, 1, 2,  no, no, 1, 3    ; Lit
Full war support,   1,-2,  Rec, nil, 3, 2    ; Too
Star guides,          4,-1,  Cor, nil, 3, 1    ; Mag
Map Making,         6,-1,  nil, nil, 3, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Siege vessels,        4,-1,  Nav,  nil,  2, 1    ; Mat
pain in the ass,                4, 0,  no,  no,  1, 1    ; Med
Siegecraft,         6,-2,  Cor, nil, 2, 1    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
NO-Mobile Warfare,  8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Architecture,       5, 1,  Ban, nil, 0, 4    ; MT 
Demagogy,          4, 0,  Cer, nil, 3, 3    ; Mys
War fleet,        6,-1,  Map, nil, 1, 0    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
News of Cannae,         1, 1,  no,  no,  1, 4    ; Phi
Diplomatic influence,10,-1,  no, no, 1, 2    ; Phy
NO-Greek mercenaries,  4, 1,  no, no, 1, 3    ; Pla
Naval rearmament,   1, 0,  U1, nil, 1, 0    ; Plu
Diplomatic influenceII,10, 0,  no, no, 1, 2    ; PT 
Diplomatic influenceIII,10, 1,  no,  no, 1, 2    ; Pot
NO-Radio,           5,-1,  no,  no,  3, 4    ; Rad
NO-Railroad,        6, 0,  no,  no,  2, 1    ; RR 
Influence the Senate,2, 1,  U1,  nil, 3, 3    ; Rec
Diplomatic influenceIV,10, 0,  no, no, 1, 2    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
War theater:Sicily, 1,-2,  Too, nil, 3, 2    ; Rob
War theater:Spain,  1,-2,  Too, nil, 3, 2    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  Map, nil, 0, 1    ; Sea
War theater:Italy,  1, 1,  Too, nil, 3, 2    ; SFl
War theater:Africa, 1,-2,  Too, nil, 3, 2    ; Sth
Hellenism,          1,-1,  Amp, nil, 0, 3    ; SE 
Invasion of Spain,  4,-1,  Cur,  no,  2, 0    ; Stl
Sea lanes,          4, 1,  Cur,  no,  1, 0    ; 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,  Cur, nil, 0, 1    ; Tra
Psiloi,             5, 1,  Cor, nil, 3, 2    ; Uni
Heavy infantry tactics,4,-1,  no,  no,  3, 2    ; War
Diplomatic initiatives,4,-1,  no,  no, 1, 2    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Post-war Kosmos,    1, 0,  nil, nil, 3, 3    ; FT 
Africa,             0, 0,  Amp, nil, 3, 2    ; U1 
Celtic Frenzy,      1, 0,  Amp, no, 3, 4    ; U2 
Corvus,             1, 0,  Lab, nil, 1, 0    ; U3 
Fall of Rome,       1, 0,  no,  no,  3, 0    ; X1 
Victory,            1, 0,  Amp, nil, 2, 0    ; X2 
Hostility to Africans,    1, 0,  no,  no,  3, 2    ; X3 
Hostility to Greeks  ,    1, 0,  no,  no,  0, 3    ; X4 
Hostility to Gauls,    1, 0,  no,  no,  3, 4    ; X5 
Hostility to Latins,    1, 0,  no,  no,  2, 0    ; X6 
Hostility to Italians,    1, 0,  no,  no,  2, 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,
Palace,                   10, 0,    Cst,
Barracks,                  8, 1,    nil,
Grain Depot,               6, 1,    nil,
Temple,                    4, 1,    nil,
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    Alp,
Citadel,                  10, 3,    Eco,
City Walls,               12, 1,    Cor,
Aqueduct,                  8, 2,    Cor,
Treasury,                 12, 1,    Cor,
Temple to Zeus,           12, 4,    Cor,
University,               16, 3,    no, 
Mass Transit,             16, 4,    no, 
Amphitheater,             10, 3,    MT, 
Workshop,                 14, 1,    Cor,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Armoury,                  14, 1,    Ind,
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewer System,             12, 2,    Cor,
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Fortified Harbor,          8, 1,    Cor,
Solar Plant,              32, 4,    no, 
Harbour,                   6, 1,    Cor,
Shipyard,                 16, 2,    Plu,
Seaport,                  14, 4,    Sup,
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    Nav,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Agriculture),            60, 0,    Cor,
Wine storages,            20, 0,    nil,
Victory Triumph,          20, 0,    X2, 
Great Harbour,            30, 0,    U1, 
Naval superiority,        20, 0,    U3, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Fabian strategy,          35,25,    Csc,
Spartan drill,            35,15,    Che,
General Levy,             30, 0,    Lab,
Marco Polo's Embassy,     20, 0,    no, 
The Barca family,         40, 0,    U1, 
Epipolae district,        30, 0,    Cmp,
Naval resurgence,         45, 0,    Plu,
Senate,                   30, 0,    Lab,
Spanish Blacksmiths,      40, 0,    Ato,
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Total war effort,         40, 0,    Too,
Statue of Liberty,        40, 0,    no, 
Hellenic league,          30, 0,    SE, 
Grho,                     50, 0,    no, 
Grand Harbour,            50, 0,    Cmp,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Wine storages
nil,        ; Victory Triumph
nil,        ; Great Harbour
X1,         ; Naval superiority
no,         ; Great Library
no,         ; Oracle
nil,        ; Fabian strategy
nil,        ; Spartan drill
X1,         ; General Levy
Cmn,        ; Marco Polo's Embassy
nil,        ; The Barca family
nil,        ; Epipolae district
nil,        ; Naval resurgence
nil,        ; Senate
nil,        ; Spanish Blacksmiths
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Total war effort
nil,        ; Statue of Liberty
nil,        ; Hellenic league
nil,        ; Grho
nil,        ; Grand Harbour
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
no,         ; SETI Program
no,         ; Cure for Cancer


;
;    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
Supply train, nil, 0,  1.,0,  0a,1d,  1h,1f, 22,0,  1, E2,  000000000000000
Peasants,     X3,  0,  1.,0,  0a,2d,  2h,1f, 12,0,  5, nil, 000000000000000
City Militia, Lab, 0,  1.,0,  0a,2d,  1h,1f,  4,0,  1, Cor, 000000000000000
Hastati,      Hor, 0,  1.,0,  3a,2d,  2h,1f,  6,0,  0, Lab, 000100000000000
Triarii,      X6,  0,  1.,0,  3a,3d,  2h,1f,  8,0,  0, Lab, 000110000000000
Velites,      X6,  0,  2.,0,  3a,2d,  1h,1f,  5,0,  0, Lab, 000100000000000
City legion,  X6,  0,  1.,0,  1a,2d,  2h,1f,  7,0,  1, Lab, 000100000000000
Sacred Band,  nil, 0,  1.,0,  2a,4d,  2h,1f, 14,0,  1, E2,  000010000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Partisans,    no,  0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010
Phalanx,      X4,  0,  1.,0,  4a,3d,  2h,1f, 13,0,  0, Ast, 000010000000000
Libyan Phalanx,X3,  0,  2.,0,  3a,3d,  2h,1f, 14,0,  0, U1,  000010000000010
War party,    nil, 0,  1.,0,  6a,1d,  1h,2f,  7,0,  0, Cur, 000000000000010
Warriors,     X5,  0,  2.,0,  4a,1d,  2h,1f,  2,0,  0, U2,  000000000000010
Iberian Scutarii,X3,  0,  2.,0,  3a,2d,  2h,1f, 11,0,  1, Ato, 000000000000010
Hippikon,     X4,  0,  2.,0,  3a,2d,  2h,1f,  8,0,  0, Ast, 000000000000000
Horsemen,     X5,  0,  3.,0,  3a,1d,  2h,2f,  9,0,  0, U2,  000000000000010
Elephant,     X3,  0,  1.,0,  3a,1d,  3h,1f, 14,0,  0, U1,  000010000000000
Numidians,    X3,  0,  3.,0,  5a,1d,  2h,1f, 13,0,  0, AFl, 000000000000011
Equites,      X6,  0,  2.,0,  3a,1d,  2h,1f,  7,0,  0, Lab, 000100000000000
Iberian cavalry,X3,  0,  2.,0,  4a,1d,  2h,1f, 12,0,  0, Ato, 000000000000010
Cavalry,      X7,  0,  2.,0,  3a,2d,  2h,1f,  8,0,  0, Bro, 000000000000000
Armor,        X6,  0,  1.,0,  4a,3d,  2h,1f,  8,0,  0, no,  000000000000000
Balearic slingers,X3,  0,  2.,0,  3a,2d,  1h,2f,  9,0,  0, Ato, 000000000000010
Litgrs,       no,  0,  1.,0,  8a,1d,  2h,1f, 10,0,  0, no,  000000000000000
Artillery,    nil, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Galley,       nil, 2,  7.,0,  2a,3d,  2h,1f,  8,1,  3, U3,  100000000001001
Marines,      X6,  0,  1.,0,  3a,1d,  2h,1f,  7,0,  0, Cur, 000000000000100
Iberian Caetratii,X3,  0,  2.,0,  4a,2d,  1h,1f,  9,0,  0, Ato, 000000000000010
Peltasts,     X4,  0,  2.,0,  3a,2d,  1h,1f,  6,0,  0, Uni, 000000000000000
Gladius Hastati,X6,  0,  2.,0,  4a,2d,  2h,1f,  6,0,  0, Hor, 000100000000000
Trireme,      nil, 2,  8.,0,  2a,2d,  2h,1f,  7,1,  4, Nav, 100000000001001
Quinquereme,  nil, 2,  7.,0,  3a,2d,  2h,1f, 10,2,  2, Nav, 100000000101000
Transport ship,nil, 2,  7.,0,  0a,2d,  2h,1f,  7,5,  4, Nav, 100000000100000
Frigate,      no,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Mercenaries,  nil, 0,  1.,0,  3a,2d,  2h,1f,  7,0,  1, Cor, 000000000000000
Cddgs,        no,  0,  0.,0,  0a,2d,  2h,1f,  6,0,  1, no,  000000000000010
Champions,    X5,  0,  0.,0,  0a,2d,  2h,1f,  6,0,  1, FP,  000000000000010
Sdfre,        no,  0,  1.,0,  2a,4d,  2h,1f, 14,0,  1, no,  000010000000000
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Juggernaut,   nil, 2,  6.,0,  6a,1d,  2h,1f, 18,0,  0, Mat, 100000000100000
ghkghkghk,    nil, 2,  5.,0,  8a,1d,  3h,1f, 15,0,  0, no,  100000000100000
Light troops, X3,  0,  2.,0,  3a,1d,  2h,1f,  8,0,  0, Uni, 000000000000010
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Footmen,      X7,  0,  1.,0,  3a,2d,  2h,1f,  7,0,  0, no,  000000000000000
Agent,        nil, 0,  2.,0,  0a,0d,  1h,1f, 13,0,  6, Esp, 000000000000011
ertu,         Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Caravan,      nil, 0,  2.,0,  0a,1d,  1h,1f,  7,0,  7, Cor, 000000000000010
Consul Paulus,nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  0, E2,  000000000000000
Archimedes' defenses,nil, 0,  0.,0,  0a,6d,  2h,2f, 18,0,  1, Cur, 100000000000001
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Scipio,       X6,  0,  2.,0,  8a,5d,  4h,1f, 18,0,  3, E2,  000010000010010
Hannibal,     nil, 0,  3.,0,  7a,5d,  4h,1f, 18,0,  0, E2,  010010000000011
General,      nil, 0,  3.,0,  5a,3d,  2h,1f, 18,0,  0, Cur, 000000000000000
Consul,       nil, 0,  2.,0,  5a,2d,  2h,1f, 18,0,  3, Cur, 000000000000000
airship,      nil, 1, 15.,0,  0a,1d,  2h,1f,  4,2,  7, no,  000000000000000
Iberian tribesmen,nil, 0,  1.,0,  3a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Lithobolos,   nil, 0,  1.,0,  8a,1d,  2h,1f, 10,0,  0, Met, 000000000000000
Celtic chieftain,nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  1, E2,  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 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Granary,    1,4,  3,4,1,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; 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,  2,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Chaos,      1,4,  3,4,1,   no,  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
Fields,     1,1,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Foodstock,  1,2,  5,4,1,
Sheep,      1,2,  2,2,1,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Copper,     2,4,  1,2,1,
Gold,       3,6,  0,1,6,
Chaos I,    1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Agricultural,2,3,  1,0,0,
Fish,       1,2,  3,0,2,
Winestock,  1,2,  3,4,3,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Mistletoe,  2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Chaos II,   1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Agricultural,2,3,  1,0,0,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      War,         Empress
Monarchy,       King,        Queen
Republic,       Senator,     Comrade
Dictatorship,   Popular,     High Priestess
Ochlocracy,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix, 4,Popular, Popular
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, 3, Egyptians,   Egyptian,    0,  0,  1,     1, Popular, Popular, 2, Popular, Popular
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 2, 2, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 7, 1, Celts,       Celtic,     -1,  1,  0,     1,War leader, War leader 4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 3, Persians,    Persian,     1,  1,  0,     2, Hellenic, Hellenic,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 3, Carthaginians,Carthaginian, 0,  0, -1,   4, Dictator, Dictator
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,
Pottery,
Copper,
Dye,
Wine,
Iron,
Silver,
Spice,
Gems,
Gold,
Slaves,
Arms,


@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
Demetrius
Philip II
Caesar
Pyrrhus
Hannibal Barca
Alexander III

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged
