;
;   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)
0       ; Settlers eat (govt >= Communism)
20      ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
16      ; Aqueduct needed to exceed this size
30      ; 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
20      ; Communism pays support for all units past this
30      ; Fundamentalism pays support for all units past this
4       ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
30      ; Percent shield penalty for production type change
6       ; 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
Rocket Research,            4,-2,  Alp, Las, 3, 0    ; AFl
Wonder Weapons,             5, 1,  Env, nil, 3, 0    ; Alp 
Jet Engine Design,          3,-2,  Rec, AFl, 3, 4    ; Amp
Telemetric Guidance,        4, 1,  Mys, Mat, 0, 4    ; Ast   
Improved Suspension,        4,-1,  Ast, nil, 1, 0    ; Ato
Wired Guided AT-Missile,    6,-1,  Alp, nil, 3, 0    ; Aut 
Banking,                    4, 1,  nil, Rep, 0, 1    ; Ban 
Portable Military Bridge,   4, 0,  Iro, Csc, 1, 4    ; Bri
Improved Fighters,          6,-1,  Feu, Rec, 3, 4    ; Bro 
Fighter development,        5, 0,  Lit, nil, 3, 4    ; Cer
Synthetic Materials,        5,-1,  nil, nil, 0, 0    ; Che   
Sub-Machine Gun,            6,-2,  Map, nil, 0, 0    ; Chi   
Military Police,            4, 1,  Cmb, nil, 0, 4    ; CoL  
Early War Experience Analysis,5,-1,nil, nil, 0, 0    ; CA
Adv. Armour Sloping,        5,-1,  CA,  Med, 1, 0    ; Cmb
Communism,                  5, 0,  nil, nil, 0, 2    ; Cmn   
Kamikaze Tactics,           4, 1,  Env, Sup, 3, 4    ; Cmp
Rivited Armour,             7,-1,  Lit, Med, 1, 0    ; Csc 
Fortress Design,       	    6, 0,  Bri, nil, 1, 4    ; Cst
International Trade,        4, 0,  nil, nil, 0, 0    ; Cor   
Early Barbarossa Analysis,  4, 1,  nil, nil, 0, 2    ; Cur 
Two Party System,           5, 1,  nil, nil, 2, 2    ; Dem 
Stock Exchange Speculations,4, 1,  Ban, nil, 0, 1    ; Eco
Welded Armour,              4, 0,  Csc, Mag, 1, 0    ; E1  
Tiger,                      4, 1,  Hor, X1,  1, 0    ; E2
Binary Code,                4, 0,  Whe, Csc, 0, 4    ; Eng   
Standard Parts,             3, 1,  U2,  Pla, 0, 4    ; Env
Terror Bombing Doctrine,    2,-1,  Rec, nil, 0, 0    ; Esp
Self-Propelled Artillery,   5, 0,  Gun, nil, 1, 3    ; Exp
Improved Fighter Development,4,-1, Fli, Med, 3, 4    ; Feu
Air-Land Battle Doctrine,   4,-1,  Rad, nil, 3, 4    ; Fli
National Socialism,         3,-2,  MT,  nil, 0, 3    ; Fun
Henschel,                   3, 0,  SE,  X1,  1, 0    ; FP
Improved Engine,            3, 2,  Plu, nil, 1, 0    ; Gen 
No [Guerilla Warfare],      4, 1,  no,   no, 0, 4    ; Gue *
Explosives,         	    8,-2,  Iro, nil, 1, 3    ; Gun
88mm Mounted Gun,   	    4,-1,  Map, Sth, 1, 0    ; Hor
NO [Industrialization],     6,0,   no,  no,  0, 4    ; Ind
Cavity Magnetron,           6, 0,  Eng, Lit, 0, 4    ; Inv
Motorized Warfare Doctrine, 5,-1,  Cur, Med, 1, 0    ; Iro 
Nylon,            	    4,-1,  Inv, nil, 0, 4    ; Lab
Isotop Seperation Process,  4, 0,  NP,  MP,  3, 3    ; Las
Not France,                 5,-1,  no,  no,  2, 4    ; Ldr 
Great War Experience Analysis,5, 2,nil, nil, 0, 0    ; Lit
Divebombers,          	    4,-2,  The, nil, 3, 4    ; Too 
Halftrack Troop Carrier,    4,-1,  Phy, Iro, 1, 0    ; Mag 
Improved Gear,       	    6,-1,  Gen, Ato, 1, 0    ; Map
Electric Turrets,   	    4, 1,  Pot, nil, 1, 0    ; Mas
Chain Reaction Process,     5, 0,  Aut, nil, 3, 3    ; MP
Paratrooper Warfare,        4,-1,  Cmb, Mas, 0, 0    ; Mat
Common Tech,                4, 0,  nil, no,  2, 4    ; Med
Heavy Bomber Airframe,      6,-2,  Min, Med, 3, 4    ; Met
'Blitz' Bombing Doctrine,   4, 1,  Esp, nil, 1, 0    ; Min
[Mobile Warfare],      	    8,-1,  no,  no,  1, 0    ; Mob *
Imperialism,           	    5, 1,  nil, nil, 3, 2    ; Mon
Radio Navigation,     	    5, 1,  Phi, nil, 3, 4    ; MT
Divisional Signal Command System,4,0,Med,nil,0, 0    ; Mys
Improoved Warship Design,   6,-1,  Sea, Ast, 2, 0    ; Nav
Atomic Bomb Program,  	    6,-2,  NP,  Las, 3, 3    ; NF
Laboratory Produced Fission,3, 0,  Whe, Med, 3, 3    ; NP
Centimetric Radar,    	    6, 1,  Mys, Lit, 0, 4    ; Phi
Personal Body Armour, 	    4,-1,  Nav, Lit, 0, 0    ; Phy
Plastics,           	    4, 1,  Ref, Lab, 0, 4    ; Pla
Medium Tanks,   	    4, 0,  Cmb, E1,  1, 0    ; Plu
Tank Destroyers,            4, 0,  U2,  nil, 1, 0    ; PT     
Tank Radio,         	    4, 1,  Csc, Cmb, 1, 0    ; Pot
Air Support Doctrine,       5,-1,  Cer, nil, 3, 4    ; Rad
No [Railroad],              6, 0,  no,  no,  0, 4    ; RR  *
Air To Air Doctrine,  	    2, 1,  San, Wri, 3, 4    ; Rec
Refining,           	    4, 0,  Che, nil, 2, 3    ; Ref
Modern Farming,     	    3, 1,  E1,  San, 2, 3    ; Rfg
Parlimentary Democracy,     5, 1,  CoL, Lit, 1, 2    ; Rep
Simple Design,      	    5,-2,  Plu, Stl, 1, 0    ; Rob
United States of America,   6,-2,  nil,  U1, 2, 2    ; Roc
Wind Tunnel,        	    4, 2,  Mat, Med, 3, 4    ; San
Naval Aviation Doctrine,    4, 1,  Pot, nil, 3, 4    ; Sea 
T-34,       	            4, 1,  Rob, nil, 1, 0    ; SFl
Panther,         	    8,-1,  Map,  X1, 1, 0    ; Sth --
Improoved Tiger,      	    4,-1,  E2,   X1, 1, 0    ; SE  
Soviet Union,       	    4,-1,  nil,  U1, 0, 2    ; Stl
Imperial Japan, 	    4, 1,  nil,  U1, 3, 2    ; Sup
Automatic Rifle,            6,-1,  nil, nil, 0, 0    ; Tac
Bomber Development,	    3, 2,  Mys, Feu, 3, 4    ; The
Long Range Fighters,        4, 0,  Rec, nil, 3, 4    ; ToG
Supplying,            	    4, 2,  no,  no,  2, 3    ; Tra
Knigstiger,    	    5, 1,  FP,  X1,  1, 0    ; Uni
Not GB/USA,  	            4,-1,  no,  no,  2, 1    ; War
Radioactivity,              4,-1,  nil, nil, 3, 3    ; Whe
Carpet Bombing Doctrine,    4, 2,  The, nil, 3, 4    ; Wri
Modern Technology,   	    1, 0,  NF,  nil, 0, 4    ; FT
Illegal Tech,       	    3, 0,  no,  no,  0, 0    ; U1 
Heavy Tank Prototype Tests, 3, 0,  Chi, nil, 1, 0    ; U2
Katuyshka,         	    1, 0,  Env, Stl, 1, 0    ; U3
Third Reich,          	    6,-2,  nil, U1,  0, 3    ; X1 
Not Soviet,         	    6,-2,  no,  no,  0, 2    ; X2 
Not Vichy-France/Neutral,   6,-2,  no,  no,  0, 4    ; X3 
Not Germany,        	    6,-2,  no,  no,  0, 3    ; X4 
Not USA,            	    6,-2,  no,  no,  2, 2    ; X5 
Not British,        	    1, 0,  no,  no,  1, 2    ; X6 
Not Japanese,       	    1, 0,  no,  no,  3, 2    ; 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,
Headquarters,             10, 0,    nil,
Training Camp,            4,  1,    Lit,
Food Rations,             6,  1,    nil,
Cinema,                   4,  1,    nil,
BlackMarket,              8,  1,    nil,
School,                   8,  1,    nil,
Secret Police,            8,  1,    CoL,
Tank Defences,            13, 0,    Lit,
Clean Water,              8,  2,    Ref, 
Business Community,       12, 3,    Ban,
Propaganda Centre,        12, 3,    CoL,
Secret Science Centre,    16, 3,    nil,
no,                       16, 4,    no,
Culture,                  10, 4,    nil,
War Industry,             20, 4,    nil,
Manufacturing Plant,      32, 6,    Pla,
no,                       20, 4,    no,
no,                       20, 2,    no,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    Alp,
no,                       16, 2,    no,  (Nuclear Plant)
Stock Exchange,           16, 4,    Eco,
Subway System,            12, 2,    nil,
Industrial Farming,        8, 3,    Rfg,
Railway System,           20, 5,    nil,
no,                       16, 3,    no,
no,                       10, 2,    no,
Coastal Fortifications,    8, 1,    Nav,
no,                       32, 4,    no, 
Harbour,                   6, 1,    nil,
no,                       16, 3,    no,
[Airport],                16, 3,    no,
Military Police,           6, 2,    CoL,
Port Facility,            8,  3,    Nav,
no,                       8,  0,    no,
no,                       16, 0,    no,
no,                       32, 0,    no,
[ War Bonds ],            60, 0,    Lit,
Ukrainian Farming,        20, 0,    nil, RUS
United Kingdom,           20, 0,    nil, TYS
Free Trade,               20, 0,    nil, USA
Japanese Sea Power,       20, 0,    nil, JAP
no,                       30, 0,    no,   
Winston Churchill's defiance,30, 0, nil, ENG 
no,                       30, 0,    no,
Prussian Militarism,      30, 0,    nil, TYS
Heavy Industries of the Ruhr,30, 0, nil, TYS
no,                       20, 0,    no, 
British Commonwealth,     40, 0,    nil, USA
no,                       30, 0,    no, TYS
U-Boot Harbour of St. Nazazaire,40,0,nil,ENG
Concentration Camps,      30, 0,    nil, TYS
no,                       40, 0,    no, 
Freedom of Speech,        40, 0,    nil, USA
no,                       40, 0,    no, 
Oil Of The Caucasus,      40,0,    nil,  RUS
The Soviet Party Headquarters,40, 0,nil, RUS
Statue of Liberty,        40, 0,    nil, USA
The Kremlin,              30, 0,    nil, RUS
Rosie the Riveter,        60, 0,    nil,
no,                       60, 0,    no,
Atomic Bomb Development,  60, 0,    NF, 
no,                       60, 0,    no,
no,                       60, 0,    no,
E.N.I.A.C. Computer,      60, 0,    AFl,
Imperial Palace,          60, 0,    nil, JAP


;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ukrainian Farming
nil,        ; United Kingdom
nil,        ; Free Trade
nil,        ; Japanese Sea Power
no,         ; no
nil,        ; Winston Churchill's defiance
no,         ; no
nil,        ; Prussian Militarism
nil,        ; Heavy Industries of the Ruhr
no,         ; no
nil,        ; British Commonwealth
no,         ; no
nil,        ; U-Boot Harbour of St. Nazazaire
nil,        ; Concentration Camps
no,         ; no
nil,        ; Freedom of Speech
no,         ; no
no,         ; no
nil,        ; The Soviet Party Headquarters
nil,        ; Statue of Liberty
nil,        ; The Kremlin
nil,        ; Rosie the Riveter
no,         ; no
nil,        ; Atomic Bomb Program
no,         ; no
no,         ; no
nil,        ; E.N.I.A.C. Computer
nil,        ; Imperial Palace


;
;    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
Yakovlev-9,            X2,  1,  8.,2, 14a,14d, 2h,2f,  5,0,  3, Bro, 000000000010000
Engineers,             nil, 0,  2.,0,  0a,10d, 2h,2f,  5,0,  5, Exp, 000000000000000
P-40 Warhawk,          X5,  1,  7.,2, 10a,10d, 2h,2f,  5,0,  3, Cer, 000000000010000
Light Tank,            nil, 0,  2.,0, 20a,16d, 2h,2f,  6,0,  0, E1,  000000000000000
KV-1,                  X2,  0,  2.,0, 26a,24d, 2h,2f,  5,0,  0, Csc, 000000000000000
La-5,                  X2,  1,  7.,2, 10a,10d, 2h,2f,  5,0,  3, Cer, 000000000010000
M36 Jackson,           X5,  0,  2.,0, 34a,25d, 2h,2f,  9,0,  0, PT,  000000001000000
Petlyakov-2,           X2,  1,  7.,3, 28a,6d,  2h,2f,  8,0,  0, The, 000000000000000
JS-2,                  X2,  0,  2.,0, 40a,30d, 2h,2f,  7,0,  0, PT,  000000001000000
Partisans,             no,  0,  0.,0, 10a,10d, 2h,2f,  3,0,  0, no,  000000000000100
Guard's Infantry,      X2,  0,  1.,0, 19a,10d, 2h,2f,  4,0,  1, Tac, 000000001000100
Supermarine Spitfire,  X6,  1,  7.,2, 10a,10d, 2h,2f,  5,0,  3, Cer, 000000000010000
Kamikaze,              X6,  1,  7.,2, 30a,12d, 2h,2f,  5,0,  0, Cmp, 001000000000000
M3 Grant/Lee,          War, 0,  2.,0, 23a,16d, 2h,2f,  6,0,  0, Plu, 000000000000000
MK-IV Cromwell,        X6,  0,  2.,0, 30a,24d, 2h,2f,  8,0,  0, PT,  000000000000000
N Infantry Division,   no,  0,  0.,0, 12a,12d, 2h,2f,  3,0,  1, no,  000000001000000
P-51 Mustang,          X5,  1,  8.,2, 14a,14d, 2h,2f,  5,0,  3, Bro, 000000000010000
PzKpfW III,            X4,  0,  3.,0, 20a,16d, 2h,2f,  6,0,  0, Plu, 000000000000010
PzKpfW IV,             X4,  0,  2.,0, 25a,21d, 2h,2f,  7,0,  0, Plu, 000000000000010
PzKpfW V Panther,      X4,  0,  2.,0, 32a,26d, 2h,2f,  8,0,  0, Sth, 000000001000000 
PzKpfW VI Tiger I,     X4,  0,  2.,0, 37a,29d, 2h,2f,  9,0,  0, E2,  000000001000000 
PzKpfW VII Knigstiger,X4,  0,  1.,0, 42a,33d, 2h,2f, 12,0,  0, Uni, 000000001000000 
T-34,                  nil, 0,  2.,0, 35a,24d, 2h,2f,  7,0,  0, SFl, 000000000000000
Motorised Infantry,    nil, 0,  2.,0, 17a,12d, 2h,2f,  5,0,  1, Iro, 000000000000000
Long Range Fighter,    War, 1,  9.,3, 10a,8d,  2h,2f,  6,0,  3, ToG, 000000000010001
Messerschmitt-110,     X4,  1,  9.,3, 10a,8d,  2h,2f,  6,0,  3, ToG, 000000000010001
Focke-Wulf-190,        X4,  1,  7.,2, 14a,14d, 2h,2f,  6,0,  3, Bro, 000000000010000
Messerschmitt-109,     X4,  1,  7.,2, 10a,10d, 2h,2f,  5,0,  3, Cer, 000000000010000
Junkers-87 Stuka,      X4,  1,  7.,2, 24a,7d,  2h,2f,  5,0,  0, Too, 000000000000000
G-4M3 Betty,           X7,  1,  9.,3, 28a,6d,  2h,2f,  8,0,  0, The, 000000000000000
A6M Zero,              X7,  1,  7.,2, 10a,10d, 2h,2f,  5,0,  3, Cer, 000000000010000
Heavy Bomber,          nil, 1, 11.,4, 43a,7d,  2h,2f,  9,0,  0, Met, 000000000000000
M4 Sherman,            X5,  0,  2.,0, 29a,24d, 2h,2f,  7,0,  0, Plu, 000000000000000
Battleship,            nil, 2,  8.,0, 32a,25d, 3h,3f, 22,0,  2, Med, 000000000010000
Destroyer,             nil, 2, 15.,0, 15a,25d, 2h,2f, 14,0,  2, Med, 100000000000001
Aichi D3A1,            X7,  1,  7.,2, 24a,5d,  2h,2f,  5,0,  0, Too, 000000000000000
Anti Tank,             nil, 0,  2.,4, 10a,15d, 2h,2f,  8,0,  1, Plu, 000010000000000
Early Jet Fighter,     War, 1,  5.,2, 17a,17d, 2h,2f,  8,0,  3, Amp, 000000000010000
Heinkel-111,           X4,  1,  9.,3, 28a,5d,  2h,2f,  8,0,  0, The, 000000000000000
Messerschmitt-262 Swallow,X4,1, 7.,2, 18a,18d, 2h,2f,  8,0,  3, Amp, 000000000010000
Cruiser,               nil, 2, 10.,0, 19a,20d, 2h,2f, 17,0,  2, Med, 000000000000000
Submarine,             nil, 2,  7.,1, 23a,10d, 2h,2f,  7,0,  0, Med, 000000000001001
Aircraft Carrier,      nil, 2,  8.,0,  0a,25d, 2h,2f, 22,0,  2, Med, 000000010000001
Freighter,             nil, 2, 10.,0,  0a,5d,  2h,2f,  7,4,  4, nil, 000000000000000
V-1 Fritz,             X4,  1,  8.,3, 35a,12d, 2h,2f,  4,0,  0, Aut, 001000000000000
Atomic Bomb,           nil, 1, 16.,1, 99a,5d,  1h,2f, 18,0,  0, NF,  001000000000000
Flak Battery,          nil, 0,  1.,0, 16a,11d, 2h,2f,  8,0,  1, The, 010010000010000
Medium Bomber,         War, 1,  9.,3, 28a,6d,  2h,2f,  8,0,  0, The, 000000000000000
US Marines,            X5,  0,  1.,0, 19a,10d, 2h,2f,  4,0,  1, Tac, 000000001000100
Supplies,              nil, 0,  2.,0,  0a,5d,  2h,2f,  4,0,  7, Cor, 000000000000010
Jagdpanzer IV,         X4,  0,  2.,0, 43a,25d, 2h,2f,  8,0,  0, U2,  000000000000000
Airborne Division,     nil, 0,  1.,0, 16a,13d, 2h,2f,  6,0,  0, San, 000000101000010
Liberty Ship,          War, 2, 18.,0, 0a,10d,  2h,2f, 11,8,  4, Med, 000000000000000
J Infantry Division,   X7,  0,  1.,0, 14a,10d, 2h,2f,  3,0,  1, Tac, 000000001000100
S Infantry Division,   X2,  0,  1.,0, 14a,10d, 2h,2f,  3,0,  1, Tac, 000000001000100
Type-97 Chi-Ha,        X7,  0,  2.,0, 27a,21d, 2h,2f,  7,0,  0, Plu, 000000000000000
Waffen SS,             X4,  0,  1.,0, 20a,11d, 2h,2f,  4,0,  1, Tac, 000000001000100
Divebomber,            War, 1,  7.,2, 24a,6d,  2h,2f,  5,0,  0, Too, 000000000000000
B Infantry Division,   X6,  0,  1.,0, 14a,10d, 2h,2f,  3,0,  1, Tac, 000000001000100
A Infantry Division,   X4,  0,  1.,0, 14a,10d, 2h,2f,  3,0,  1, Tac, 000000001000100
G.I.,                  X5,  0,  1.,0, 14a,10d, 2h,2f,  3,0,  1, Tac, 000000001000100
Katuyshka,             X2,  0,  2.,0, 35a, 5d, 2h,2f,  5,0,  0, U3,  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,     2,2,  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
Industrialized,1,2,10,10,0,  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
Rain Forest,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
Desert Village,1,2,3,1,0,
Fuel Depot, 1,2,  1,1,10,
Grassland,  1,2,  2,1,0,
Trees,      2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Coal,       3,6,  0,1,5,
Arctic,     1,2,  3,1,0,
Communication,2,2,  1,1,4,
NONE,       2,3,  1,4,0,
Rubber,     2,3,  1,0,4,
Fishing Grounds,1,2,  3,0,2,
Cactuses,   1,2,  0,1,0,
Local Factory,1,2,3,5,0,
Grassland,  1,2,  2,1,0,
Country Side,2,3,  1,2,3,
Iron Ore,   2,4,  2,1,7,
Steel,      3,6,  0,4,0,
Arctic Forest,1,2,  2,0,3,
NONE,       2,2,  0,4,0,
NONE,      2,3,  3,0,4,
Rubber,     2,3,  4,0,1,
Convoy Route,1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Paternal Autoc, Emperor,     Empress
Imperialism,    Emperor,     Empress
Stalinism,      Comrade,     Comrade
National Socia, Fhrer,      Fhreress
Liberal Conser, Prime Minister,Prime Minister
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,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  0,     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, 1, Indians,     Indian,      0,  0,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  1, -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, 1, English,     English,     0,  1, -1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1,  1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 1, 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
Armaments,
Machinery,
Tank Part,
Machine T,
Explosive,
Coal,
Steel,
Gold,
Aircraft,
Ammunitio,
Medical S,
Workers,
Aluminum,
Iron Ore,
Petroleum,
Crude Oil,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Radioactivity,p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Private (easiest)
Major
Colonel
General
Field Marshal
Commander in Chief

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













