;
;   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
55      ; 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
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
35      ; 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
Advanced Flight,    4,-2,  no,  Too, 3, 4    ; AFl
Alphabet,           5, 1,  no,  nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  no,  Tac, 3, 0    ; Amp
Astronomy,          4, 1,  no,  Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  no,  Phy, 2, 3    ; Ato
Automobile,         6,-1,  no,  Stl, 3, 4    ; Aut
Banking,            4, 1,  no,  Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  no,  Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  no,  nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  no,  nil, 0, 2    ; Cer
Chemistry,          5,-1,  no,  Med, 1, 3    ; Che
Chivalry,           4,-2,  no,  Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  no,  nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  AFl, 3, 0    ; CA 
Combustion,         5,-1,  no,  Exp, 2, 4    ; Cmb
Communism,          5, 0,  no,  Ind, 2, 2    ; Cmn
Computers,          4, 1,  no,  MP,  3, 4    ; Cmp
Conscription,       7,-1,  no,  Met, 2, 0    ; Csc
Construction,       4, 0,  no,  Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no,  Eco, 2, 1    ; Cor
Currency,           4, 1,  no,  nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  Inv, 2, 2    ; Dem
Economics,          4, 1,  no,  Ban, 2, 1    ; Eco
Electricity,        4, 0,  no,  Mag, 2, 4    ; E1 
Electronics,        4, 1,  no,  Cor, 3, 4    ; E2 
Engineering,        4, 0,  no,  Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  SFl, 3, 2    ; Env
Espionage,          2,-1,  no,  Dem, 3, 0    ; Esp
Explosives,         5, 0,  no,  Che, 2, 4    ; Exp
Feudalism,          4,-1,  no,  Mon, 0, 0    ; Feu
Flight,             4,-1,  no,  ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  no,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  no,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  no,  Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  no,  Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  no,  nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  Ban, 2, 1    ; Ind
Invention,          6, 0,  no,  Lit, 1, 4    ; Inv
Iron Working,       5,-1,  no,  War, 0, 4    ; Iro
Labor Union,        4,-1,  no,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  no,  MP,  3, 3    ; Las
Leadership,         5,-1,  no,  Gun, 1, 0    ; Ldr
Literacy,           5, 2,  no,  CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  Tac, 2, 4    ; Too
Magnetism,          4,-1,  no,  Iro, 1, 3    ; Mag
Map Making,         6,-1,  no,  nil, 0, 1    ; Map
Masonry,            4, 1,  no,  nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  Cor, 3, 4    ; MP 
Mathematics,        4,-1,  no,  Mas, 0, 3    ; Mat
Medicine,           4, 0,  no,  Tra, 1, 1    ; Med
Metallurgy,         6,-2,  no,  Uni, 1, 0    ; Met
Miniaturization,    4, 1,  no,  E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  Tac, 3, 0    ; Mob
Monarchy,           5, 1,  no,  CoL, 0, 2    ; Mon
Monotheism,         5, 1,  no,  PT,  1, 2    ; MT 
Mysticism,          4, 0,  no,  nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  no,  Lit, 1, 2    ; Phi
Physics,            4,-1,  no,  Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  Hor, 0, 2    ; PT 
Pottery,            4, 1,  no,  nil, 0, 1    ; Pot
Radio,              5,-1,  no,  E1,  3, 4    ; Rad
Railroad,           6, 0,  no,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  no,  Dem, 3, 2    ; Rec
Refining,           4, 0,  no,  Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  no,  San, 3, 1    ; Rfg
The Republic,       5, 1,  no,  Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  Mob, 3, 0    ; Rob
Rocketry,           6,-2,  no,  E2,  3, 0    ; Roc
Sanitation,         4, 2,  no,  Eng, 2, 1    ; San
Seafaring,          4, 1,  no,  Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  Roc, 3, 3    ; SFl
Stealth,            3,-2,  no,  Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  no,  Inv, 2, 3    ; SE 
Steel,              4,-1,  no,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  no,  Las, 3, 3    ; Sup
Tactics,            6,-1,  no,  Ldr, 2, 0    ; Tac
Theology,           3, 2,  no,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  no,  Uni, 1, 3    ; ToG
Trade,              4, 2,  no,  CoL, 0, 1    ; Tra
University,         5, 1,  no,  Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  no,  nil, 0, 0    ; War
The Wheel,          4,-1,  no,  nil, 0, 4    ; Whe
Writing,            4, 2,  no,  nil, 0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; FT 
US/CIM Tech,        3, 0,  no,  no,  0, 0    ; U1 
Cuban Tech,         3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 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,
Capitol Building,          5, 0,    nil,
Barracks,                  2, 1,    nil,
Granary,                   3, 1,    nil,
Theatre,                   2, 1,    nil,
MarketPlace,               4, 1,    nil,
Library,                   4, 1,    nil,
Courthouse,                4, 1,    nil,
Civil Defence,             4, 0,    nil,
Aqueduct,                  4, 2,    nil,
Bank,                      6, 3,    nil,
Cathedral,                 6, 3,    nil,
Labs,                      8, 3,    nil,
Mass Transit,              8, 4,    nil,
Football Field,            5, 4,    nil,
Factory,                  10, 4,    nil,
Manufacturing Plant,      14, 6,    nil,
SDI Defense,              10, 4,    no, 
Recycling Center,         10, 2,    nil,
Power Plant,               8, 4,    nil,
Train Station,            12, 4,    nil,
Nuclear Plant,             0, 2,    no, 
Politburo,                 6, 4,    nil,
Sewer System,              6, 2,    nil,
Collective Farm,           4, 3,    nil,
Paved Roads,               9, 5,    nil,
Research Lab,              8, 3,    nil,
AA Defences,               5, 2,    nil,
Coastal Fortress,          4, 1,    nil,
Solar Plant,              12, 4,    no, 
Harbor,                    3, 1,    nil,
Shipyards,                 8, 3,    nil,
Airport,                   8, 3,    nil,
Police Station,            8, 2,    nil,
Port Facility,             7, 3,    nil,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Pyramids,                 20, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Colossus,                 20, 0,    no, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Fidel's Memory,           30, 0,    nil,
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
Marco Polo's Embassy,     20, 0,    no, 
Catholocism,              40, 0,    nil,
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Five Year Plan,           40, 0,    nil,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Communist Takeover,       60, 0,    nil,
Hoover Dam,               60, 0,    no, 
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,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
no,         ; Fidel's Memory
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Catholocism
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Five Year Plan
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Communist Takeover
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; 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
Army Engineers,Exp, 0,  2.,0,  0a,1d,  2h,1f,  2,0,  5, nil, 000001000000000
SA-7 Infantry,no,  0,  2.,0,  8a,4d,  2h,1f,  2,0,  0, U2,  000000000010000
Police,       no,  0,  0.,0,  2a,4d,  1h,1f,  1,0,  1, U2,  000000000000000
CIM Infantry, nil, 0,  1.,0,  6a,6d,  2h,1f,  2,0,  1, U1,  000011000000000
Armed Trans., nil, 0,  5.,0,  9a,8d,  2h,1f,  3,0,  0, U1,  000000000000000
Green Berets, nil, 0,  2.,0,  6a,5d,  2h,1f,  2,0,  0, U1,  000011100000001
Infantry,     no,  0,  1.,0,  5a,5d,  2h,1f,  2,0,  1, U1,  000010000000000
Marines,      no,  0,  1.,0,  7a,6d,  2h,1f,  2,0,  1, U1,  000000000000100
Infantry,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, U2,  000110000000000
People's Army,nil, 0,  1.,0,  5a,4d,  2h,1f,  2,0,  1, Gue, 000001000000010
Navy SEALs,   no,  0,  4.,0,  8a,6d,  2h,1f,  3,0,  6, U1,  000001100000000
2S1 120mm Gun,nil, 0,  2.,0, 14a,4d,  2h,2f,  3,0,  1, U2,  000000000000000
BMP-1,        nil, 0,  2.,0,  6a,6d,  2h,2f,  3,0,  0, U2,  000000000000000
101st Airborne,nil, 0,  2.,0,  8a,6d,  2h,1f,  3,0,  0, U1,  000010100000000
150mm Mob. Art,no,  0,  2.,0, 20a,6d,  3h,2f,  4,0,  1, U1,  000000000000000
Horsemen,     no,  0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, no,  000000000000000
Chariot,      no,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Submarine,    no,  2, 12.,1,  4a,1d,  1h,2f,  4,0,  2, no,  000000000001001
Pearl Harbor, no,  2,  9.,1,  2a,8d,  3h,1f,  4,11,  2, U1,  000000000000000
T-62 MBT,     no,  0,  3.,0, 13a,10d, 2h,2f,  4,0,  0, U2,  000000000000000
T-55 MBT,     no,  0,  3.,0, 10a,8d,  2h,2f,  3,0,  0, U2,  000000000000000
T-34,         no,  0,  3.,0,  9a,7d,  2h,2f,  2,0,  0, U2,  000000000000000
M1A2 MBT,     nil, 0,  4.,0, 17a,13d, 3h,2f,  4,0,  0, U1,  000000000000000
M2A3 Bradley, nil, 0,  3.,0,  8a,7d,  2h,1f,  3,0,  0, U1,  000000000000000
Humvee,       nil, 0,  4.,0,  7a,6d,  2h,1f,  2,0,  0, U1,  000001000000000
Artillery,    no,  0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
Fighter,      no,  1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
Bomber,       no,  1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Sea Hawk,     no,  2,  3.,0,  0a,4d,  2h,2f,  4,3,  4, U1,  000000100000000
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, no,  000000000100000
Caravel,      Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Galleon,      Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
AV-8B Harrier,no,  1, 18.,2, 11a,6d,  2h,2f,  3,2,  3, U1,  000000000000000
Tarawa-class, nil, 2,  9.,0,  0a,12d, 3h,1f,  7,7,  2, U1,  100000010000001
Osa-II MC,    nil, 2, 11.,0,  9a,5d,  3h,1f,  3,0,  2, U2,  100000000000001
Ticonderoga CG,nil, 2, 12.,0, 14a,8d,  4h,2f,  5,0,  2, U1,  110000000000001
Los Angeles SS,nil, 2,  8.,0, 11a,7d,  3h,2f,  6,1,  2, U1,  100000000001011
Arleigh Bke DD,nil, 2, 14.,0, 10a,8d,  3h,2f,  4,0,  2, U1,  110000000000001
Sea Wolf SS,  nil, 2, 12.,0, 11a,4d,  2h,2f,  4,2,  2, U1,  100000000001001
Nimitz CVN,   nil, 2,  5.,0,  1a,17d, 4h,2f,  9,3,  2, U1,  000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  2,0,  0, U1,  001000000000000
Atomic Bomb,  no,  1, 16.,1, 75a,0d,  1h,1f,  4,0,  0, no,  001000000000000
Perry FFG,    nil, 2,  9.,0,  8a,7d,  2h,2f,  3,0,  2, U1,  000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
SA-12 SAM,    no,  0,  0.,0,  0a,8d,  2h,1f,  5,0,  1, no,  000000010000000
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  2,0,  7, nil, 000000000000010
Raul Castro,  no,  0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
SA-5 SAM,     nil, 0,  1.,0,  1a,5d,  1h,1f,  3,0,  1, nil, 010000000000000
Paulk II-FPC, nil, 2, 10.,0,  4a,2d,  2h,1f,  3,1,  2, U2,  000000000000000
Cargo Plane,  nil, 2,  2.,1,  3a,5d,  2h,1f,  5,6,  2, U2,  000000100000000
C-141,        nil, 2,  3.,0,  0a,3d,  2h,1f,  4,8,  4, U1,  000000100000000
MiG-29 Fulcrum,nil, 1, 23.,2, 11a,8d,  2h,2f,  4,0,  3, U2,  000000000000000
Cargo Ship,   nil, 2,  8.,0,  0a,2d,  2h,2f,  3,8,  4, nil, 000000000000000
MiG-23 Flogger,nil, 1, 22.,2, 10a,6d,  2h,2f,  3,0,  3, U2,  000000000000000
F-14D Tomcat, nil, 1, 25.,2, 11a,8d,  2h,2f,  8,0,  3, U1,  000000000000000
F-15E Eagle,  nil, 1, 26.,2, 12a,8d,  2h,2f,  8,0,  3, U1,  000000000000000
F-16 Falcon,  nil, 1, 20.,2, 11a,8d,  2h,2f,  5,0,  3, U1,  000000000000000
F/A-18E Hornet,nil, 1, 28.,2, 11a,9d,  2h,2f,  8,0,  3, U1,  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
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
Jungle,     2,3,  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
Beach,      1,2,  3,1,0,
Tobacco,    1,2,  1,1,4,
Grassland,  1,2,  2,1,0,
Trees,      2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Township,   1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Getaway,    2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oasis,      1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Mil. Command,   President,   Consul
Communism,      Premier,     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,       0,  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, 3, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 0, 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, 0, 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, 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, 0, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     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













