;
;   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
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
15      ; 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
10      ; Fundamentalism pays support for all units past this
0       ; 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
Biplane,            4,-2,  Rad, Too, 0, 0    ; AFl
Literacy,           5, 1,  nil, nil, 1, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 2, 3    ; Amp
Bottle-Making Machinery,4,1,Mys,Mat, 3, 3    ; Ast
Radio Receiver,     4,-1,  ToG, Phy, 2, 4    ; Ato
Ford Model T,       6,-1,  Cmb, Stl, 1, 4    ; Aut
Capitalism,         4, 1,  Tra, Rep, 0, 3    ; Ban
Portable Military Bridge,4,0,Iro,Cst,0, 4    ; Bri
Colonialism,        6,-1,  nil, nil, 2, 4    ; Bro
Enlightened People, 5, 0,  nil, nil, 2, 4    ; Cer
Insulin,            5,-1,  Uni, Med, 3, 4    ; Che
Cavalry Warfare,    4,-2,  Feu, Hor, 2, 3    ; Chi
Iconoscope,         4, 1,  Alp, nil, 2, 4    ; CoL
Airial Bombing Doctrine,5,-1,U2,AFl, 0, 0    ; CA
Diesel-Fueled Combustion Engine,5,-1,Ref,Exp,2,0; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Airial Warfare Doctrine,4,1,Min, MP, 0, 0    ; Cmp
Electricity,        7,-1,  Dem, Met, 2, 4    ; Csc
Fortress Design,    4, 0,  Mas, Cur, 0, 4    ; Cst
State Subsidies,    4, 0,  Ind, Eco, 0, 3    ; Cor
Banking,            4, 1,  Bro, nil, 0, 3    ; Cur
Multiparty Democracy,5, 1, Ban, Inv, 2, 2    ; Dem
Economic Expansion, 4, 1,  Uni, Ban, 0, 3    ; Eco
The Diode,          4, 0,  Met, Mag, 2, 4    ; E1
Wireless Telegraph, 4, 1,  E1,  Cor, 0, 0    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Socialism,          3, 1,  Rec, SFl, 2, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 2, 4    ; Esp
Dynamite,           5, 0,  Gun, Che, 3, 0    ; Exp
Bureaucracy,        4,-1,  War, Mon, 2, 4    ; Feu
Monoplane,          4,-1,  Cmb, ToG, 0, 0    ; Fli
Fascism,            3,-2,  MT,  Csc, 2, 2    ; Fun
Frequency Modulation,3, 0, NP,  Sup, 2, 4    ; FP 
Military Necessities,3, 2, Med, Cor, 2, 3    ; Gen
Partisan Warfare,   4, 1,  Cmn, Tac, 2, 3    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 3, 0    ; Gun
Franco-Prussian War Analysis,4,-1,nil,nil,2,3; Hor
Industrialization,  6, 0,  Ban, nil, 3, 3    ; Ind
Theory of Relativity,6, 0, Eng, Lit, 2, 4    ; Inv
Coal Working,       5,-1,  Bro, War, 3, 3    ; Iro
Labour Union,       4,-1,  MP,  Gue, 2, 2    ; Lab
Electric Shaver,    4, 0,  NP,  MP,  2, 4    ; Las
General Staff,      5,-1,  Chi, Gun, 2, 3    ; Ldr
Talking Motion Picture,5,2,Wri, CoL, 2, 4    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 3, 3    ; Too
Hydrofoil Boats,    4,-1,  Phy, Iro, 2, 0    ; Mag
Diesel Engine,      6,-1,  Alp, nil, 2, 0    ; Map
Machine Guns,       4, 1,  nil, nil, 2, 3    ; Mas
Assembly Line Production,5,0,Aut,Cor,3, 3    ; MP
Escalator,          4,-1,  Alp, Mas, 3, 3    ; Mat
Antibiotics,        4, 0,  Phi, Tra, 3, 4    ; Med
Conscription,       6,-2,  Gun, Uni, 2, 3    ; Met
Neon Light,         4, 1,  Too, E2,  2, 4    ; Min
[Mobile Warfare],   8,-1,  no,  no,  3, 0    ; Mob
Traditional Monarchy,5, 1, Cer, CoL, 2, 2    ; Mon
Revolutionism,      5, 1,  Phi, PT,  2, 2    ; MT
Vacuum Cleaner,     4, 0,  Cer, nil, 2, 4    ; Mys
Gyrocompass,        6,-1,  Sea, Ast, 2, 4    ; Nav
Short-Wave Radio,   6,-2,  Ato, MP,  2, 4    ; NF
Electron Microscope,3, 0,  NF,  E2,  2, 4    ; NP
Social Darwinism,   6, 1,  Mys, Lit, 2, 2    ; Phi
Mechanical Television,4,-1,Nav, Lit, 2, 4    ; Phy
Synthetic Plastic,  4, 1,  Ref, SFl, 2, 4    ; Pla
Modern Battleship,  4, 0,  Stl, Exp, 2, 0    ; Plu
Electrocardiogram,  4, 0,  Rad, nil, 2, 4    ; PT
Ductile Tungsten,   4, 1,  nil, nil, 2, 4    ; Pot
Aerodynamics,       5,-1,  Fli, E1,  0, 0    ; Rad
[Railroad],         6, 0,  no,  no,  2, 1    ; RR
Stenotype Machines, 2, 1,  MP,  Dem, 3, 3    ; Rec
Colour Photography, 4, 0,  Che, Cor, 2, 4    ; Ref
Industrial Farming, 3, 1,  E1,  San, 2, 4    ; Rfg
Limited Democarcy,  5, 1,  CoL, Lit, 2, 2    ; Rep
Ignition System,    5,-2,  Cmp, U2,  1, 4    ; Rob
Liquid-Fueled Rockets,6,-2,AFl, E2,  0, 0    ; Roc
Modern Sanitation,  4, 2,  Med, Eng, 2, 4    ; San
Gas Turbine,        4, 1,  Map, Pot, 3, 3    ; Sea
Jet Engine,         4, 1,  Cmp, Roc, 0, 0    ; SFl
Trans-Continental Telegrapgh Cable,3,-2,Lab,NF,3,0 ; Sth
Dreadnaughts,       4,-1,  Phy, Stl, 2, 0    ; SE   
Stainless Steel,    4,-1,  E1,  Ind, 3, 3    ; Stl
Windscreen Wipers,  4, 1,  Pla, Las, 1, 4    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 3    ; Tac
Steel Warships,     3, 2,  nil, nil, 2, 0    ; The
Radio Broadcasting, 4, 0,  Ast, Uni, 0, 0    ; ToG
Commercial Trade,   4, 2,  Cur, CoL, 0, 3    ; Tra
Superheterodyne Radio Circuit,5,1,Mat,Phi,2,4; Uni
Officer Schools,    4,-1,  nil, nil, 2, 3    ; War
Telephone,          4,-1,  nil, nil, 2, 4    ; Whe
Typewriter,         4, 2,  nil, nil, 2, 4    ; Wri
Modern Technology,  1, 0,  FP,  Rec, 2, 4    ; ...
Gas Mask,           3, 0,  Sea, nil, 3, 0    ; U1
Tank Warfare,       3, 0,  Aut, Tac, 1, 0    ; U2
Elite Troops,       3, 0,  Amp, Gen, 2, 3    ; U3
Not Ottoman,        3, 0,  no,  no,  0, 1    ; X1
Not Britain,        3, 0,  no,  no,  1, 1    ; X2
Not France,         3, 0,  no,  no,  3, 2    ; X3
Not Russia,         3, 0,  no,  no,  3, 1    ; X4
Not Germany,        3, 0,  no,  no,  1, 2    ; X5
Not USA,            3, 0,  no,  no,  0, 2    ; X6
Not Japan,          3, 0,  no,  no,  2, 1    ; 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,                  10, 0,    nil,
Army Base,                4,  1,    nil,
Warehouse District,       6,  1,    nil,
Electricity,              4,  1,    nil,
MarketPlace,              8,  1,    Cur,
Regional Newspaper,       8,  1,    Wri,
Law Enforcement,          8,  1,    nil,
Fortifications,           8,  0,    Cst,
Water Supply,             8,  2,    nil,
Light Industries,         12, 3,    Ban,
Stadium,                  12, 3,    MT,
University,               16, 3,    Uni,
no,                       16, 4,    no,
Culture,                  10, 4,    nil,
Heavy Industries,         20, 4,    Ind,
Manufacturing Plant,      32, 6,    Too,
no,                       20, 4,    no,
no,                       20, 2,    no,
Steel Mill,               16, 4,    MP,
Water Power,              24, 4,    nil, 
no,                       16, 2,    no,
Stock Exchange,           16, 4,    Eco, 
Sewer System,             12, 2,    San, 
Industrialized Farming,    8, 3,    Rfg, 
Railway System,           20, 5,    nil, 
no,                       16, 3,    no,
no,                       10, 2,    no,
Coastal Fortification,     8, 1,    Met,
no,                       32, 4,    no,
Fishing Industry,         10, 1,    nil,
World Port,               16, 3,    nil,
Airforce Base,            16, 3,    AFl, 
Police Station,           6,  2,    Cmn,
Naval Base,               8,  3,    Amp, 
[SS Structural],          8,  0,    no,
[SS Component],           16, 0,    no,
[SS Module],              32, 0,    no,
(Import/Export),          60, 0,    Tra,
Ukraine,                  20, 0,    nil,
Islam,                    20, 0,    nil,
Third Republic,           20, 0,    nil,
High Seas Fleet,          20, 0,    nil,
[Great Library],          30, 0,    no,
Imperial Palace,          30, 0,    nil,
[Great Wall],             30, 0,    no,
Prussian Militarism,      30, 0,    nil,
Egyptian Oil,             30, 0,    nil,
Diplomatic Corp,          20, 0,    Esp,
British Empire,           40, 0,    nil,
Marconi Company,          30, 0,    E2,
Grand Fleet,              40, 0,    nil,
Winter Palace,            30, 0,    nil,
[Leonardo's Workshop],    40, 0,    no,
Free Enterprise,          40, 0,    nil,
State University,         40, 0,    Ato,
Oil of The Caucasus,      40, 0,    nil,
Arms Race,                40, 0,    Exp,
[Statue of Liberty],      40, 0,    no,
Eiffel Tower,             30, 0,    nil,
Women's Suffrage,         60, 0,    Cor,
Oil Burning Power,        60, 0,    Pla,
[Manhattan Project],      60, 0,    no,
League Of Nations,        60, 0,    Dem,
[Apollo Program],         60, 0,    no,
Trans-Continental Telegraph,60,0,   Sth,
Japanese Somthing,        60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
SE,         ; Lighthouse
no,         ; Great Library
nil,        ; Oracle
Met,        ; Great Wall *
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
SE,         ; Magellan
nil,        ; Shakespeare
no,         ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
no,         ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
no,         ; Manhattan Project
nil,        ; United Nations
no,         ; Apollo
nil,        ; SETI
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
ANZACS,            X2,  0,  1.,0,  7a,5d,  2h,1f,  6,0,  0, U3,  000000001000010
Engineers,         nil, 0,  2.,0,  0a,4d,  2h,1f,  6,0,  5, Exp, 000000000000000
Ja Conscripts,     X7,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Met, 000000000000000
US Conscripts,     X6,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Met, 000000000000000
Br Coscripts,      X2,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Met, 000000000000000
Ge Conscripts,     X5,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Met, 000000000000000
Fr Conscripts,     X3,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Met, 000000000000000
Ru Conscripts,     X4,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Met, 000000000000000
U-93 Class,        X5,  2,  6.,0, 10a,7d,  2h,3f,  8,0,  4, Cmb, 000000000001001
Irregulars,        nil, 0,  1.,0,  4a,4d,  2h,1f,  4,0,  0, Gue, 000000000000000
Ot Conscipts,      X1,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Met, 000000000000000
Ja Infantry,       X7,  0,  1.,0,  6a,6d,  2h,1f,  5,0,  1, Tac, 000000000000010
US Infantry,       X6,  0,  1.,0,  6a,6d,  2h,1f,  5,0,  1, Tac, 000000000000010
Br Infantry,       X2,  0,  1.,0,  6a,6d,  2h,1f,  5,0,  1, Tac, 000000000000010
Ge Infantry,       X5,  0,  1.,0,  6a,6d,  2h,1f,  5,0,  1, Tac, 000000000000010
Fr Infantry,       X3,  0,  1.,0,  6a,6d,  2h,1f,  5,0,  1, Tac, 000000000000010
Ru Infantry,       X4,  0,  1.,0,  6a,6d,  2h,1f,  5,0,  1, Tac, 000000000000010
Independent Conscripts,MT,0,0.,0,  5a,5d,  2h,1f,  4,0,  1, no,  000000000000000
Ot Cavalry,        X1,  0,  2.,0,  6a,5d,  2h,1f,  6,0,  0, Chi, 000000000000000
Ot Infantry,       X1,  0,  1.,0,  6a,6d,  2h,1f,  5,0,  1, Tac, 000000000000010
Maxim Machine Guns,nil, 0,  1.,0,  6a,5d,  2h,1f,  5,0,  1, Mas, 010010000000000
Rebellious Workers,no,  0,  1.,0,  7a,6d,  2h,1f,  5,0,  0, no,  000000000000010
Early Tank,        Sth, 0,  2.,0,  8a,6d,  2h,1f, 11,0,  0, U2,  000000000000000
Field Artillery,   Exp, 0,  1.,0,  7a,2d,  2h,2f,  6,0,  0, Gun, 000000000000000
Light Artillery,   nil, 0,  1.,0,  8a,3d,  2h,2f,  8,0,  0, Exp, 000000000000000
Heavy Artillery,   nil, 0,  1.,0, 10a,4d,  2h,2f, 10,0,  0, Tac, 000000000000000
Oriental Troops,   nil, 0,  0.,0,  5a,5d,  2h,1f,  5,0,  1, no,  000000000000000
Monoplane,         nil, 1,  3.,1,  5a,3d,  2h,2f,  7,0,  3, Fli, 000000000010000
Zeppelin,          X5,  1,  4.,2,  6a,3d,  2h,2f,  7,0,  0, Rad, 000000000000001
Biplane,           nil, 1,  4.,1,  6a,4d,  2h,2f,  9,0,  3, AFl, 000000000010000
Siege Artillery,   nil, 0,  1.,0, 12a,5d,  2h,2f, 12,0,  0, Too, 000000001000000
Early Bomber,      nil, 1,  5.,2,  8a,2d,  2h,2f, 11,0,  0, CA,  000000000000000
Destroyer,         nil, 2,  7.,0,  7a,6d,  3h,2f,  9,0,  4, Map, 000000000100000
Sturmtruppen,      X5,  0,  1.,0,  7a,5d,  2h,1f,  6,0,  1, U3,  000000001000010
Foreign Legion,    X3,  0,  1.,0,  6a,5d,  2h,1f,  5,0,  1, Tac, 000000000000010
Schtze Afrika,    X5,  0,  1.,0,  6a,5d,  2h,1f,  5,0,  1, Tac, 000000000000010
Battleship,        Plu, 2,  9.,0, 11a,10d, 3h,2f, 15,0,  4, The, 000000000000000
Cruiser,           Plu, 2,  8.,0,  9a,7d,  3h,2f, 11,0,  4, The, 100000000000001
Heavy Cruiser,     nil, 2,  9.,0, 10a,8d,  3h,2f, 12,0,  4, Plu, 100000000000001
Dreadnaught Class, nil, 2,  9.,0, 13a,12d, 3h,2f, 18,0,  4, SE,  110000000000001
Battleship,        nil, 2, 10.,0, 12a,11d, 3h,2f, 17,0,  4, Plu, 000000000000001
Submarine,         nil, 2,  6.,0,  9a,6d,  2h,3f,  8,0,  4, Cmb, 000000000001001
NOT Carrier ?,     nil, 2,  5.,0,  1a,9d,  4h,2f, 17,0,  2, no,  000000010000001 *
Ocean Liner,       nil, 2, 14.,0,  0a,5d,  2h,2f, 15,8,  4, Cor, 000000000000000
Freighter,         nil, 2,  9.,0,  0a,3d,  2h,2f,  8,4,  4, nil, 001000000000000
Muslim Rebels,     no,  0,  2.,0,  6a,5d,  2h,1f,  5,0,  0, no,  000000000000000
Diplomat,          nil, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  6, Esp, 000000000000010
Marines,           nil, 0,  1.,0,  6a,6d,  2h,1f,  6,0,  0, Amp, 000000000000110
Colonial Infantry, nil, 0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, Met, 000000000000000
Trade Goods,       nil, 0,  2.,0,  0a,1d,  1h,1f,  6,0,  7, Tra, 000000000000010
Poisonous Gas,     nil, 1,  2.,1,  7a,1d,  2h,2f,  5,0,  0, U1,  001000000000000
Armoured Car,      nil, 0,  2.,0,  6a,7d,  2h,1f,  8,0,  0, Aut, 000000000000000
US Marines,        X6,  0,  1.,0,  7a,5d,  2h,1f,  6,0,  0, U3,  000000000000110
Native Uprising,   no,  0,  0.,0,  5a,4d,  2h,1f,  4,0,  1, no,  000000000000000
Nieuport 17C,      X3,  1,  4.,1,  7a,4d,  2h,2f,  9,0,  3, AFl, 000000000010000
Albatross D-V,     X5,  1,  4.,1,  7a,4d,  2h,2f,  9,0,  3, AFl, 000000000010000
Sopwith Camel,     X2,  1,  4.,1,  7a,4d,  2h,2f,  9,0,  3, AFl, 000000000010000
Royal Marines,     nil, 0,  1.,0,  7a,5d,  2h,1f,  6,0,  0, U3,  000000000000110
Russian Cossacks,  X4,  0,  2.,0,  7a,5d,  2h,1f,  5,0,  0, Chi, 000000000000000
Cavalry,           Gen, 0,  2.,0,  6a,5d,  2h,1f,  5,0,  0, Chi, 000000000000000
Boer Rebels,       no,  0,  2.,0,  6a,5d,  2h,1f,  5,0,  0, no,  000000000000000
Ja Marines,        X7,  0,  1.,0,  7a,5d,  2h,1f,  6,0,  0, U3,  000000000000110

;
; 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,  2,1,1,   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
Industrialized,2,2,  9,10,6,  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
Temperate,     1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; 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,  3,1,1,
Farms,         1,2,  1,3,1,
Grassland,     1,2,  2,1,0,
Pheasant,      2,3,  3,2,1,
Coal,          2,4,  1,2,1,
Gold,          3,6,  0,1,6,
Game,          1,2, 14,10,0,
Ivory,         2,2,  1,1,4,
Olive Farm,    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,
Silk,          2,3,  1,2,3,
Mine,          2,4,  1,0,4,
Iron,          3,6,  0,4,0,
Furs,          1,2, 14,6,3,
Glacier Oil,   2,2,  0,4,0,
Irrigation,    2,3,  3,0,4,
Fruit,         2,3,  4,0,1,
Whales,        1,2,  2,2,3,




@GOVERNMENTS
General Strike,      Mr.,         Ms.
Autocracy,           Great Leader,Great Leader
Traditional Monarchy,King,        Queen
Communist State,     Comrade,     Comrade
Fascism,             Fhrer,      Fhreress
Limited Democracy,   Consul,      Consul
Multiparty 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, 3, 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, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 0, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 1, Russians,    Russian,     1,  0, -1,     2, Tzar, Tzarina, 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, Emperor, Empress, 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, 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
Iron Ore,
Coffee,
Rifles,
Silver,
Arms,
Coal,
Sugar,
Nitrates,
Diamonds,
Textiles,
Machinery,
Spice,
Tools,
Gold,
Oil,
Molybdenu,


@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













