;
;   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
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
6       ; 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
10      ; 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
Western Tech 1,     6,-1,  no,  no,  3, 0    ; AFl
World Vision,       5, 1,  Dem, Rfg, 3, 2    ; Alp
Amphibious Warfare, 3,-2,  Sea, Tac, 3, 0    ; Amp
Scholastic Standard,4, 1,  Uni, Rep, 3, 3    ; Ast
Air Tech 3,         6,-1,  Fli, War, 3, 0    ; Ato
Automotive Industry,6,-1,  Cmb, Stl, 3, 4    ; Aut
Foreign Banking,    4, 1,  Tra, Rep, 3, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Soviet Tech 1,      6,-1,  no,  no,  3, 0    ; Bro
Basic Religion,     5, 0,  nil, nil, 0, 2    ; Cer
Western Air Tech 2, 6,-1,  no,  no,  3, 0    ; Che
Western Tech 2,     6,-1,  no,  no,  3, 0    ; Chi
Legal Structure,    4, 1,  nil, nil, 1, 2    ; CoL
Airbourne Warfare,  5,-1,  Fli, Tac, 3, 0    ; CA 
Combustion,         5,-1,  Ref, nil, 2, 4    ; Cmb
Communism,          5, 0,  nil, nil, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Infantry Training,  7,-1,  nil, nil, 2, 0    ; Csc
Urban Improvement,  4, 0,  Mas, Cur, 3, 4    ; Cst
Free Enterprise,    4, 0,  Dem, Ban, 3, 1    ; Cor
Foreign Exchange,   4, 1,  CoL, nil, 3, 1    ; Cur
Democracy,          5, 1,  nil, nil, 2, 2    ; Dem
Planned Economy,    4, 1,  Cmn, Cur, 3, 1    ; Eco
Mass Media,         4, 1,  Cor, E2,  3, 1    ; E1 
Electronics,        4, 1,  nil, nil, 3, 4    ; E2 
Science Drive,      4, 1,  Cmp, Ast, 3, 3    ; Eng
Environmentalism,   3, 1,  Rec, The, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Land Surveying,     5, 0,  nil, nil, 2, 4    ; Exp
Soviet Tech 2,      6,-1,  no,  no,  3, 0    ; Feu
Jet Engine,         4,-1,  Cmb, ToG, 3, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Model Regime,       3, 2,  Pla, Sup, 3, 2    ; FP 
Genetic Engineering,3, 2,  Med, Ast, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Special Technology, 1, 0,  no,  no,  0, 0    ; Gun
Western Tech 3,     6,-1,  no,  no,  3, 0    ; Hor
Industrialization,  6, 0,  RR,  nil, 2, 1    ; Ind
Logistics,          6, 0,  nil, nil, 2, 0    ; Inv
Soviet Tech 3,      6,-1,  no,  no,  3, 0    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Western Air Tech 1, 6,-1,  no,  no,  3, 0    ; Ldr
Standard Education, 5, 2,  Wri, CoL, 2, 3    ; Lit
Vectored Trajectory,4,-2,  Stl, Tac, 2, 4    ; Too
Naval Tech 2,       6,-1,  no,  no,  3, 0    ; Mag
National Security,  6,-1,  Esp, Tac, 3, 2    ; Map
Modern Construction,4, 1,  nil, nil, 3, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Archaeology,        4, 1,  Uni, nil, 2, 3    ; Mat
Medicine,           4, 1,  nil, nil, 1, 1    ; Med
Air Defense,        6,-1,  Too, Roc, 3, 0    ; Met
Miniaturization,    4, 1,  E2,  nil, 3, 4    ; Min
Soviet Air Tech 1,  6,-1,  no,  no,  3, 0    ; Mob
Dictatorship,       5, 1,  nil, nil, 2, 2    ; Mon
Organized Religion, 5, 1,  Cer, nil, 1, 2    ; MT 
Free Thought,       4, 0,  Dem, Lit, 3, 2    ; Mys
Naval Tech 1,       6,-1,  no,  no,  3, 0    ; Nav
Nuclear Fission,    6,-2,  Phy, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Social Philosophy,  6, 1,  Mys, Ast, 3, 2    ; Phi
Physics,            4,-1,  Uni, Too, 2, 3    ; Phy
Peace Initiatives,  4, 1,  SFl, nil, 3, 2    ; Pla
Soviet Air Tech 2,  6,-2,  no,  no,  3, 0    ; Plu
Adv. Rocketry,      4,-2,  Roc, War, 3, 0    ; PT 
Agriculture,        4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  nil, nil, 3, 4    ; Rad
Railroad,           6, 0,  Bri, nil, 2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  nil, nil, 2, 4    ; Ref
Refrigeration,      3, 1,  Pot, San, 3, 1    ; Rfg
The Republic,       5, 1,  nil, nil, 1, 2    ; Rep
Robotics,           5,-2,  Cmp, Tac, 3, 0    ; Rob
Rocketry,           6,-2,  Fli, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, nil, 2, 1    ; San
Maritime Law,       4, 1,  nil, nil, 2, 2    ; Sea
United Nations,     6, 2,  Alp, Phi, 3, 2    ; SFl
Advanced Air Power, 3,-2,  Ato, Met, 3, 0    ; Sth
Open Diplomacy,     4, 1,  SFl, nil, 3, 2    ; SE 
Steel,              4,-1,  Ind, nil, 2, 4    ; Stl
Superconductor,     4, 1,  The, Las, 3, 3    ; Sup
Basic Military Tech,6,-1,  nil, nil, 2, 0    ; Tac
Space Age Tech,     4, 1,  Cmp, Roc, 3, 3    ; The
Aeronautics,        4, 0,  nil, nil, 3, 4    ; ToG
Internat'l Commerce,4, 2,  Cur, CoL, 2, 1    ; Tra
University,         5, 1,  nil, nil, 1, 3    ; Uni
Military Science,   4,-1,  nil, nil, 1, 3    ; War
Adv. Mech. Infantry,4,-1,  no,  no,  3, 0    ; Whe
Lingua Franca,      4, 2,  nil, nil, 3, 2    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
Helicopter Tech,    5,-1,  CA,  Too, 3, 0    ; U1 
Chinese Tech,       6,-1,  no,  no,  3, 0    ; U2 
Carpet Bombing,     3,-2,  no,  no,  3, 0    ; U3 
Special Technology, 1, 0,  no,  no,  0, 0    ; X1 
Special Technology, 1, 0,  no,  no,  0, 0    ; X2 
Special Technology, 1, 0,  no,  no,  0, 0    ; X3 
Special Technology, 1, 0,  no,  no,  0, 0    ; X4 
Special Technology, 1, 0,  no,  no,  0, 0    ; X5 
Special Technology, 1, 0,  no,  no,  0, 0    ; X6 
Special Technology, 1, 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,
Government Center,        10, 0,    Mas,
Barracks,                  4, 1,    Inv,
Grain Silo,                6, 1,    Pot,
Place of Worship,          4, 1,    Cer,
Market Commons,            8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Fortifications,       8, 0,    Mas,
Running Water,             8, 2,    Cst,
International Bank,       12, 3,    Ban,
Grand Place of Worship,   12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Television Network,       10, 4,    E2, 
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Cor,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Met,
Coastal Fortress,          8, 1,    Sea,
Solar Plant,              32, 4,    Env,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
Popular Declaration,       8, 0,    SFl,
Peacekeeping Mission,     16, 0,    Pla,
New Embassy,              24, 0,    SE, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 60, 0,    Mat,
Hollywood,                60, 0,    E1, 
Disneyland,               60, 0,    E1, 
U.S. Coast Guard,         60, 0,    Sea,
Digital Espionage,        60, 0,    Cmp,
Bill of Rights,           60, 0,    Mys,
Iron Curtain,             60, 0,    Tac,
Westpoint Academy,        60, 0,    War,
Motown Production,        60, 0,    Aut,
x,                         0, 0,    no, 
Michelangelo's Chapel,    40, 0,    MT, 
Moscow State University,  60, 0,    Ast,
Red October Engine,       60, 0,    Cmb,
Moscow Martial Law,       60, 0,    Cmn,
x,                         0, 0,    no, 
Chinese Secret Police,    60, 0,    Cmn,
Harvard University,       60, 0,    Ast,
State Finance Control,    60, 0,    Eco,
Research Burst,           60, 0,    Eng,
x,                         0, 0,    no, 
Eiffel Tower,             60, 0,    SE, 
Anti-Communist Sentiment, 60, 0,    Map,
Hoover Dam,               60, 0,    E2, 
Arms Race,                60, 0,    NF, 
NATO,                     60, 0,    Dem,
UN Leadership,            60, 0,    SFl,
SETI Program,             60, 0,    Cmp,
Cure for Cancer,          60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hollywood
nil,        ; Disneyland
nil,        ; U.S. Coast Guard
nil,        ; Digital Espionage
nil,        ; Bill of Rights
nil,        ; Iron Curtain
nil,        ; Westpoint Academy
nil,        ; Motown Production
no,         ; x
nil,        ; Michelangelo's Chapel
nil,        ; Moscow State University
nil,        ; Red October Engine
nil,        ; Moscow Martial Law
no,         ; x
nil,        ; Chinese Secret Police
nil,        ; Harvard University
nil,        ; State Finance Control
nil,        ; Research Burst
no,         ; x
nil,        ; Eiffel Tower
nil,        ; Anti-Communist Sentiment
nil,        ; Hoover Dam
nil,        ; Arms Race
nil,        ; NATO
nil,        ; UN Leadership
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
BTR-60,       X1,  0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Whe, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
A Infantry,   X3,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
WP Infantry,  X1,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
NATO Infantry,X3,  0,  1.,0,  4a,5d,  2h,1f,  4,0,  1, Csc, 000000000000000
C Infantry,   X5,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Csc, 000000000000000
I Infantry,   X2,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Csc, 000000000000000
WA Infantry,  X4,  0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Fanatics,     nil, 0,  1.,0,  4a,2d,  2h,1f,  2,0,  1, Fun, 000100000000000
Guerillas,    nil, 0,  1.,0,  3a,2d,  2h,1f,  3,0,  1, Gue, 000001000000010
EA Infantry,  X6,  0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Csc, 000000000000000
N Infantry,   X7,  0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
NA Infantry,  X3,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
BM-21,        nil, 0,  3.,0, 14a,3d,  3h,2f, 10,0,  0, Feu, 000000001000000
M109,         nil, 0,  3.,0, 14a,3d,  3h,2f, 10,0,  0, Chi, 000000001000000
M163 Vulcan,  nil, 0,  3.,0,  3a,5d,  2h,2f,  7,0,  1, Chi, 010000000010000
ZSU-23,       nil, 0,  3.,0,  3a,5d,  2h,2f,  7,0,  1, Feu, 010000000010000
Cruise Missile,nil, 1, 12.,1, 16a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
M60 A1,       nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Hor, 000000000000000
T-62,         nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Iro, 000000000000000
Chieftain Mk5,nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Hor, 000000000000000
B-1B Bomber,  nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, Che, 000000000000001
Type 59,      nil, 0,  3.,0,  9a,3d,  3h,1f,  8,0,  0, U2,  000000000000000
T-55,         nil, 0,  3.,0,  8a,4d,  3h,1f,  6,0,  0, Bro, 000000000000000
M48 Patton,   nil, 0,  3.,0,  8a,4d,  3h,1f,  6,0,  0, Chi, 000000000000000
F-4E Phantom, nil, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Ldr, 000000000010001
MiG-21 Fishbed,nil, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Mob, 000000000010001
Mirage,       nil, 1, 12.,1,  6a,4d,  2h,2f,  8,0,  3, Ldr, 000000000010001
J-7,          nil, 1,  9.,1,  3a,2d,  2h,2f,  5,0,  3, U2,  000000000010001
F-5 Tiger,    nil, 1, 12.,1,  6a,4d,  2h,2f,  8,0,  3, Ldr, 000000000010001
F-111 Aardvark,nil, 1, 14.,1,  8a,4d,  2h,2f, 10,0,  3, Che, 000000000010001
MiG-23 Flogger,nil, 1, 14.,1,  8a,4d,  2h,2f, 10,0,  3, Plu, 000000000010001
Tornado,      nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, Che, 000000000000001
B52 Stratofort,nil, 1, 18.,6, 22a,7d,  3h,3f, 16,0,  0, U3,  000000000000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Nav, 000000000000001
Frigate,      nil, 2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, Nav, 000000000100001
Destroyer,    nil, 2,  6.,0,  6a,6d,  3h,2f,  8,0,  2, Mag, 100000000000001
Cruiser,      nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Mag, 110000000000001
FV-432,       X3,  0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Whe, 000000000000000
SSN Submarine,nil, 2,  6.,0, 12a,3d,  3h,2f,  9,0,  2, NP,  000000000001001
YW-531,       X5,  0,  3.,0,  5a,4d,  3h,1f,  5,0,  1, Whe, 000000000000000
SSBN Submarine,nil, 2,  3.,0, 10a,3d,  3h,2f,  6,0,  2, Mag, 000000000001001
LAV,          X3,  0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Whe, 000000000000000
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, Mag, 000000010000001
F-15 Eagle,   X3,  1, 15.,1, 14a,5d,  3h,2f, 13,0,  3, Ato, 000000000010001
Secret Agent, nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Freight Truck,nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Rebel Forces, nil, 0,  1.,0,  4a,2d,  2h,1f,  3,0,  0, Gun, 000001000000001
ICBM,         nil, 1, 14.,1, 99a,0d,  1h,1f, 16,0,  0, PT,  001000000000000
Su-27 Flanker,X1,  1, 16.,1, 16a,6d,  3h,2f, 16,0,  3, Sth, 000000000010001
TU-22 Backfire,nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, Plu, 000000000000001
F-16 Falcon,  X3,  1, 16.,1, 16a,6d,  3h,2f, 16,0,  3, Sth, 000000000010001
H-6,          nil, 1,  8.,1, 12a,1d,  2h,2f, 12,0,  0, U2,  000000000000001
Obs Mech Inf, Whe, 0,  3.,0,  4a,5d,  3h,1f,  4,0,  1, Lab, 000000000000000
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, U1,  100000000000001
Su-19 Flagon, nil, 1, 10.,1,  6a,4d,  2h,2f,  8,0,  3, Mob, 000000000010001
MiG-29 Fulcrum,X1,  1, 15.,1, 14a,5d,  3h,2f, 13,0,  3, Ato, 000000000010001
Stinger,      nil, 0,  1.,0,  2a,4d,  2h,1f,  3,0,  1, Met, 010000000010000
SV-610 Saladin,nil, 0,  3.,0,  7a,3d,  3h,1f,  5,0,  0, AFl, 000000000000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Too, 000000001000000

;
; 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
Oasis,      1,2,  3,1,0,
Herd Animals,1,2,  2,2,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       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,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  2,2,2,
Rare Earths,2,4,  1,2,4,
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,      President,   President
Dictatorship,   Prime Minister,Prime Minister
Communism,      Chairman,    Chairperson
Fundamentalism, Ayatollah,   Ayatollah
Republic,       King,        Queen
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,       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,
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, 0, Indians,     Indian,     -1, -1,  0,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,      1,  1,  1,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 0, Chinese,     Chinese,     0,  0,  1,
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, 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, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 0, Carthaginians,Carthaginian, 0,  0, -1,   3, President, President
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 Highway,      R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Warlord
Tyrant
Chairman
President
General-Secratary
Demagogue

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













