;
;   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
9       ; Road movement multiplier
1       ; 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)
2       ; 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
3       ; Fundamentalism pays support for all units past this
3       ; Communism is equivalent of this palace distance.
8       ; 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)
2       ; 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
A tech to bind them all,1, 0,  no,  no,  0, 0    ; AFl	0
Yet another tech,   	1, 0,  nil, AFl, 0, 0    ; Alp	1
Yari Ashigaru I Death,  1, 0,  nil, AFl, 2, 0    ; Amp	2
Yari Ashigaru II,      	1, 0,  nil, Amp, 0, 0    ; Ast	3
Yari Ashigaru II Death,	1, 0,  nil, AFl, 2, 0    ; Ato	4
xA no no tech,       	1, 0,  no,  no,  0, 0    ; Aut	5 + Electronics = Modern Style City
Yari Ashigaru III,     	1, 0,  nil, Ato, 0, 0    ; Ban	6
Bridge Building,    	1, 0,  nil, nil, 0, 4    ; Bri	7
Yari Samurai I Death,   1, 0,  nil, AFl, 2, 0    ; Bro	8
Worship,            	1, 0,  nil, nil, 0, 2    ; Cer	9
Yari Samurai II,       	1, 0,  nil, Bro, 0, 0    ; Che	10
Yari Samurai II Death,  1, 0,  nil, AFl, 2, 0    ; Chi	11
Yari Samurai III,      	1, 0,  nil, Chi, 0, 0    ; CoL	12
No-Dachi Samurai I,    	1, 0,  nil, Eco, 3, 1    ; CA		13
No-Dachi Sam. I Death,  1, 0,  nil, AFl, 2, 0    ; Cmb	14
Shogunate,         	1, 0,  The, Las, 1, 3    ; Cmn	15 Allows Communist government, decreases effect of cathedrals, more partisans appear
No-Dachi Samurai II,   	1, 0,  nil, Cmb, 3, 1    ; Cmp	16
No-Dachi Sam. II Death, 1, 0,  nil, AFl, 2, 0    ; Csc	17
Fortress Defenseworks,  1, 0,  nil, nil, 1, 3    ; Cst	18 Allows construction of Fortresses
No-Dachi Samurai III,  	1, 0,  nil, Csc, 3, 1    ; Cor	19
Naginata I,       	1, 0,  nil, Che, 3, 1    ; Cur	20
Christian State,       	1, 0,  nil, Sup, 1, 3    ; Dem	21 Allows Democratic government, courthouses make one citizen content
Naginata I Death,      	1, 0,  nil, AFl, 2, 0    ; Eco	22
Naginata II,       	1, 0,  nil, Eco, 3, 1    ; E1		23
xA no no tech,       	1, 0,  no,  no,  0, 0    ; E2		24 + Automobile = Modern Style City, colloseums now make 1 additional citizen happy
Naginata II Death,     	1, 0,  nil, AFl, 2, 0    ; Eng	25
Naginata III,       	1, 0,  nil, Eng, 3, 1    ; Env	26
Samurai Archer I Death,	1, 0,  nil, AFl, 2, 0    ; Esp	27
Samurai Archer II,     	1, 0,  nil, Esp, 1, 0    ; Exp	28
Samurai Archer II Death,1, 0,  nil, AFl, 2, 0    ; Feu	29
Samurai Archer III,   	1, 0,  nil, Feu, 1, 0    ; Fli	30
xA no no tech,      	1, 0,  no,  no,  0, 0    ; Fun	31
Cavalry Archer I,       1, 0,  nil, nil, 2, 4    ; FP	      32 Makes nuclear plants safe
Cavalry Archer I Death,	1, 0,  nil, AFl, 2, 0    ; Gen	33
xA no no tech,       	1, 0,  no,  no,  0, 0    ; Gue	34 Makes partisans appear
xA no no tech,       	1, 0,  no,  no,  0, 0    ; Gun	35 Sells all barracks, obsoletes all units left of the muskateer
Cavalry Archer II,     	1, 0,  nil, Gen, 2, 4    ; Hor	36
xA no no tech,       	1, 0,  no,  no,  0, 0    ; Ind	37 City Styles become industrial
A no no tech,       	1, 0,  no,  no,  0, 0    ; Inv	38 Stops goody huts from giving advances
Cavalry Archer II Death,1, 0,  nil, AFl, 2, 0    ; Iro	39
Cavalry Archer III,    	1, 0,  nil, Iro, 2, 4    ; Lab	40
Yari Cavalry I,       	1, 0,  nil, nil, 1, 4    ; Las	41
Yari Cavalry I Death,  	1, 0,  nil, AFl, 2, 0    ; Ldr	42
Yari Cavalry II,       	1, 0,  nil, Ldr, 1, 4    ; Lit	43
Yari Cavalry II Death, 	1, 0,  nil, AFl, 2, 0    ; Too	44
Yari Cavalry III,      	1, 0,  nil, Too, 1, 4    ; Mag	45
Heavy Cavalry I,  	1, 0,  nil, Ldr, 3, 4    ; Map	46 Allows players to exchange maps
Heavy Cavalry I Death, 	1, 0,  nil, AFl, 2, 0    ; Mas	47
Heavy Cavalry II,     	1, 0,  nil, Mas, 3, 4    ; MP		48
Heavy Cavalry II Death,	1, 0,  nil, AFl, 2, 0    ; Mat	49
Heavy Cavalry III,     	1, 0,  nil, Mat, 3, 4    ; Med	50
Warrior Monks I,       	1, 0,  nil, nil, 3, 1    ; Met	51
Warrior Monks I Death, 	1, 0,  nil, AFl, 2, 0    ; Min	52
Gun Manufacturing,      1, 0,  nil, Plu, 2, 1    ; Mob	53 Sells all Barracks
Feudalism,          	1, 0,  nil, nil, 1, 2    ; Mon	54 Allows monarchy government
Shining Path,       	1, 0,  nil, nil, 0, 2    ; MT		55
Bushido,       	      1, 0,  nil, nil, 0, 2    ; Mys	56 One additional citizen made content by a temple
xA no no tech,       	1, 0,  no,  no,  0, 0    ; Nav	57 Makes Triremes less Likely to Sink
Warrior Monks II,      	1, 0,  nil, Min, 3, 1    ; NF		58
xA no no tech,       	1, 0,  no,  no,  0, 0    ; NP		59 Ships move an extra square
Portugeuese Arrival,   	1, 0,  ToG, Cmn, 1, 2    ; Phi	60 Free advance to the first civ to discover
Warrior Monks II Death,	1, 0,  nil, AFl, 2, 0    ; Phy	61
Warrior Monks III,     	1, 0,  nil, Phy, 3, 1    ; Pla	62
Arquebusiers I,       	1, 0,  nil, Phi, 2, 1    ; Plu  	63
Arquebusiers I Death,  	1, 0,  nil, AFl, 2, 0    ; PT		64
Arquebusiers II,       	1, 0,  nil, PT,  2, 1    ; Pot	65
xA no no tech,       	1, 0,  no,  no,  0, 0    ; Rad	66 Settlers may construct airbases
xA no no tech,       	1, 0,  no,  no,  0, 0    ; RR		67 Settlers may construct railroads
Arquebusiers II Death, 	1, 0,  nil, AFl, 2, 0    ; Rec	68
xA no no tech,       	1, 0,  no,  no,  0, 0    ; Ref	69 Settlers may construct farmland (x2 irrigation)
Arquebusiers III,      	1, 0,  nil, Rec, 2, 1    ; Rfg	70
Reformation,       	1, 0,  Cmn, Tac, 1, 3    ; Rep	71 Allows republic government
Musketeers I,       	1, 0,  nil, Mob, 2, 1    ; Rob	72
Musketeers I Death,   	1, 0,  nil, AFl, 2, 0    ; Roc	73
Musketeers II,       	1, 0,  nil, Roc, 2, 1    ; San	74
xA no no tech,       	1, 0,  no,  no,  0, 0    ; Sea	75 Makes Triremes less Likely to Sink
Muskateers II Death,   	1, 0,  nil, AFl, 2, 0    ; SFl	76
Musketeers III,       	1, 0,  nil, SFl, 2, 1    ; Sth	77
Expert Shipbuilding,   	1, 0,  nil, nil, 2, 3    ; SE		78
Steel Forging,       	1, 0,  nil, nil, 3, 0    ; Stl	79
Christian Philosophy,  	1, 0,  nil, Phi, 1, 2    ; Sup	80
Advanced Metalurgy,   	1, 0,  nil, Stl, 3, 0    ; Tac	81
Shinto Revival,      	1, 0,  nil, nil, 1, 1    ; The	82 Improves the effect of cathedrals (dissipated by communism)
1542,             	1, 0,  nil, AFl, 3, 3    ; ToG	83
Trade,              	1, 0,  nil, nil, 0, 1    ; Tra	84 Makes it possible to see what goods can be traded
Men of the Shadows I,   1, 0,  nil, nil, 3, 2    ; Uni	85
Men of the Shadows II,  1, 0,  Uni, nil, 3, 2    ; War	86
Legendary Geisha,       1, 0,  SFl, War, 0, 0    ; Whe	87
A no no tech,       	1, 0,  no,  no,  0, 0    ; Wri	88
General Research,  	1, 0,  nil, nil, 1, 3    ; ...	89 Accumulates (to 255?)
Not Hojo,           	1, 0,  no,  no,  0, 0    ; U1		90
Not Shimazu,        	1, 0,  no,  no,  0, 0    ; U2		91
Not Mori,           	1, 0,  no,  no,  0, 0    ; U3		92
Not Takeda,         	1, 0,  no,  no,  0, 0    ; X1		93
Not Imagawa,        	1, 0,  no,  no,  0, 0    ; X2		94
Not Oda,            	1, 0,  no,  no,  0, 0    ; X3		95
Not Uesugi,         	1, 0,  no,  no,  0, 0    ; X4		96
A no no tech,       	1, 0,  no,  no,  0, 0    ; X5		97
A no no tech,       	1, 0,  no,  no,  0, 0    ; X6		98
A no no tech,       	1, 0,  no,  no,  0, 0    ; X7		99

;
; 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,
Legendary Palace,         10, 0,    nil,
Spear Dojo,               4,  1,    nil,
Storehouse,               6,  1,    nil,
Buddhist Shrine,          4,  0,    nil,
MarketPlace,              8,  0,    nil,
Tea House,                8,  1,    nil,
Palace,                   8,  1,    nil,
Castle,                  16,  8,    nil,
Aqueduct,                 8,  2,    nil,
Portuguese Trading Post,  8,  3,    Phi,
Buddhist Temple,          6,  2,    nil,
Sword Dojo,               16, 3,    Stl,
unused,                   16, 4,    no,
Tranquil Garden,          5,  2,    nil,
Armoury,                  16, 4,    nil,
Swordsmith,               32, 6,    no,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
Iron Mine,                12, 4,    nil,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
Dutch Trading Post,       16, 4,    Dem,
Sewer System,             12, 2,    Stl,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
War Dojo,                 16, 3,    Tac,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
Port,                     6,  1,    nil,
unused,                   16, 4,    no,
Natural Harbor,           16, 0,    no,
Church,                   6,  2,    Phi,
Drydock,                  8,  3,    SE,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
(Koku Production),        60, 0,    nil,
Sheltered Population,     16, 0,    nil,
Legendary Tranquil Garden,20, 0,    nil,
Sagami Province,          20, 0,    nil,
unused,                   16, 4,    no,
Legendary Ninja House,    30, 0,    nil,
Buddhist Sanctuary,       30, 0,    nil,
Hojo Fortressworks,       30, 0,    nil,
Sword Mastery,            30, 0,    nil,
Legendary Swordsmith,     30, 0,    Tac,
unused,                   16, 4,    no,
Legendary Shrine,         40, 0,    The,
Imperial City,            16, 4,    nil,
unused,                   16, 4,    no,
Emperor's Mandate,        30, 0,    nil,
Legendary Armoury,        40, 0,    nil,
Emperor's Divine Light,   40, 0,    nil,
Legendary Tea House,      40, 0,    nil,
Legendary Farmland,       40, 0,    nil,
Legendary Portuguese Post,40, 0,    Phi,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
Legendary Cathedral,      60, 0,    Phi,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
unused,                   16, 4,    no,
Ninja Sight,              60, 0,    no,
Way of the Warrior,       16, 0,    nil,
Seat of the Emperor,      60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; 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
Peasants,     	nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
nothing,      	nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000
Yari Ashigaru I,	Ast, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000010000000000
Yari Ashigaru II,	Ban, 0,  1.,0,  2a,2d,  1h,1f,  1,0,  1, Ast, 000010000000000
Yari Ashigaru III,nil, 0,  1.,0,  3a,3d,  1h,1f,  1,0,  1, Ban, 000010000000000
Ninja Assassin,   nil, 0,  1.,0, 10a,1d,  1h,6f,  6,0,  3, Uni, 111000000000110
Shinobi Observer, nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, War, 100001000001011
not allowed at all,nil,0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Warrior Monks I,  NF,  0,  1.,0,  2a,2d,  2h,1f,  6,0,  0, Met, 000100000000000
Cavalry Archers I,Exp, 0,  2.,0,  2a,3d,  2h,2f,  9,0,  1, FP,  000000001000010
Cavalry Archers II,Lab,0,  2.,0,  3a,4d,  2h,2f,  9,0,  0, Hor, 000000001000010
Cavalry Archers III,nil,0, 2.,0,  4a,5d,  2h,2f,  9,0,  0, Lab, 000000001000010
Warrior Monks II, Pla, 0,  1.,0,  3a,3d,  2h,1f,  6,0,  0, NF,  000100000000000
Warrior Monks III,nil, 0,  1.,0,  4a,4d,  2h,1f,  6,0,  0, Pla, 000100000000000
P Ninja Assassin, X2,  0,  1.,0, 10a,1d,  1h,6f,  3,0,  3, War, 111000000000110
Yari Cavalry I,  	Lit, 0,  2.,0,  3a,3d,  2h,2f, 10,0,  0, Las, 000010000000010
Yari Cavalry II, 	Mag, 0,  2.,0,  4a,4d,  2h,2f, 10,0,  0, Lit, 000010000000010
Heavy Cavalry I,	MP,  0,  2.,0,  5a,3d,  2h,2f, 12,0,  0, Map, 000000000000010
Yari Cavalry III,	nil, 0,  2.,0,  5a,5d,  2h,2f, 10,0,  0, Mag, 000010000000010
not allowed at all,nil,0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Heavy Cavalry II,	Med, 0,  2.,0,  6a,4d,  2h,2f, 12,0,  0, MP,  000000000000010
Heavy Cavalry III,nil, 0,  2.,0,  7a,5d,  2h,2f, 12,0,  0, Med, 000000000000010
unused,      	nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
P Samurai Archer,	X4,  0,  1.,0,  4a,6d,  1h,1f,  3,0,  0, Exp, 000000001000000
Cannon,      	nil, 0,171.,0, 24a,1d,  2h,1f, 11,0,  0, Sth, 000000001000000
unused,      	nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
unused,      	nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Yari Samurai I,	Che, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, nil, 000010000000000
Yari Samurai II,	CoL, 0,  1.,0,  3a,3d,  1h,1f,  3,0,  1, Che, 000010000000000
Yari Samurai III,	nil, 0,  1.,0,  4a,4d,  1h,1f,  3,0,  1, CoL, 000010000000000
No-Dachi Samurai I,CA, 0,  1.,0,  5a,2d,  1h,2f,  5,0,  0, CA,  000000000000000
No-Dachi Samurai II,Cor,0, 1.,0,  6a,3d,  1h,2f,  5,0,  0, Cmp, 000000000000000
No-Dachi Samurai III,nil,0,1.,0,  7a,4d,  1h,2f,  5,0,  0, Cor, 000000000000000
Busousen,      	nil, 2, 12.,0,  4a,2d,  2h,1f,  7,0,  2, nil, 000000000100000
Unsou Transport,  nil, 2, 12.,0,  0a,1d,  2h,1f,  3,3,  4, nil, 000000000100000
unused,      	nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Naginata I,     	nil, 0,171.,0,  2a,5d,  1h,2f,  5,0,  1, Cur, 000000000000000
Naginata II,     	nil, 0,171.,0,  3a,6d,  1h,2f,  5,0,  1, E1,  000000000000000
Naginata III,    	nil, 0,171.,0,  4a,7d,  1h,2f,  5,0,  1, Env, 000000000000000
P No-Dachi Samurai,U2, 0,  1.,0,  8a,5d,  1h,2f,  5,0,  0, Cmp, 000000000000000
P Warrior Monks,  U3,  0,  1.,0,  5a,5d,  2h,1f,  6,0,  0, NF,  000100000000000
P Yari Ashigaru,  X3,  0,  1.,0,  2a,2d,  1h,1f,128,0,  1, nil, 000010000000000
not allowed at all,nil,0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Imperial Guard,   nil, 0,  0.,0,  5a,6d,  2h,2f,128,0,  0, no,  000000001000010
unused,      	nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
not allowed at all,nil,0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
P Shinobi,        U1,  0,  1.,0,  0a,1d,  1h,1f, 12,0,  6, War, 100001000001011
Legendary Geisha, nil, 0,  1.,0,  0a,4d,  2h,1f, 20,0,  6, Whe, 000000000000000
Merchant,      	nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
unused,      	nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
unused,      	nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Arquebusier I,    Pot, 0,  1.,0,  1a,3d,  1h,1f,  2,0,  1, Plu, 000000000000000
Arquebusier II,   Rfg, 0,  1.,0,  2a,4d,  1h,1f,  2,0,  1, Pot, 000000000000000
Arquebusier III,  nil, 0,  1.,0,  3a,5d,  1h,1f,  2,0,  1, Rfg, 000000000000000
Samurai Archer I, Exp, 0,  1.,0,  2a,3d,  1h,1f,  4,0,  0, nil, 000000001000000
Samurai Archer II,Fli, 0,  1.,0,  3a,4d,  1h,1f,  4,0,  0, Exp, 000000001000000
Samurai Archer III,nil,0,  1.,0,  4a,5d,  1h,1f,  4,0,  0, Fli, 000000001000000
Musketeer I,  	San, 0,  1.,0,  3a,4d,  2h,1f,  9,0,  5, Rob, 000000000000000
Musketeer II,  	Sth, 0,  1.,0,  4a,5d,  2h,1f,  9,0,  5, San, 000000000000000
Musketeer III,  	nil, 0,  1.,0,  5a,6d,  2h,1f,  9,0,  5, Sth, 000000000000000
Daimyo,  	      nil, 0,  3.,0, 10a,6d,  4h,2f,128,0,  0, no,  000000000000010
P Cavalry Archers,X1,  0,  2.,0,  5a,6d,  2h,2f,  8,0,  0, Hor, 000000001000010

;
; 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
Logging,    1,2,  1,3,0,   Swa, 0, 6, 0,   no,  0, 0,  0,  no,    ; Drt
Grassland,  1,2,  2,0,0,   yes, 2, 4, 0,   For, 0,15,  0,  no,    ; Pln
Rich Farmland,1,2,6,0,8,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Grs
Forest,     2,3,  1,1,0,   Drt, 0, 4, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,1,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,2,0,   no,  0, 0, 0,   yes, 1,10,  6,  no,    ; Mou
unused,     1,2,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Boreal,     2,3,  1,1,0,   Drt, 0, 4, 5,   no,  0, 5,  0,  no,    ; Gla
Plains,     1,2,  1,1,0,   yes, 2, 4, 0,   For, 0,15,  0,  no,    ; Swa
Coniferous, 2,3,  0,1,0,   Drt, 0, 4, 5,   no,  0, 5,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Prime Timber,1,2, 1,5,0,
Wheat,      1,2,  3,0,0,
Rich Farmland,1,2,2,1,0,
Prime Timber,2,3, 1,3,0,
Iron,       2,4,  1,4,0,
Silver,     3,6,  0,1,8,
unused,     1,2,  3,1,0,
Prime Timber,2,3, 1,3,0,
Wheat,      1,2,  3,1,0,
Prime Timber,2,3, 1,3,0,
Fish,       1,2,  3,0,2,
Prime Timber,1,2, 1,5,0,
Wheat,      1,2,  3,0,0,
Rich Farmland,1,2,2,1,0,
Prime Timber,2,3, 1,3,0,
Copper,     2,4,  1,4,4,
Gold,       3,6,  0,1,8,
unused,     1,2,  2,0,3,
Prime Timber,2,3, 1,3,0,
Wheat,      1,2,  3,1,0,
Prime Timber,2,3, 1,3,0,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Daimyo,      Daimyo
Feudalism,      Daimyo,      Daimyo
Shogunate,      Shogun,      Shogun
Fundamentalism, Daimyo,      Daimyo
Reform,         Daimyo,      Daimyo
Christian State,Daimyo,      Daimyo

;
;   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, Shimazu,     Shimazu,     1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1,  1, -1,     
Frederick,    Maria Theresa,       0, 3, 3, Mori,        Mori,        1,  1, -1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Oda,         Oda,         1,  1, -1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Imagawa,     Imagawa,     1,  1, -1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       1,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,      1,  1, -1,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Hojo,        Hojo,        1,  1, -1,     
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,       1,  1, -1,     
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     1,  1, -1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, Takeda,      Takeda,      1,  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, -1,     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, -1,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     1,  1, -1,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Uesugi,      Uesugi,      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
Gems,
Wool,
Beads,
Cloth,
Handicrafts,
Books,
Copper,
Dye,
Rice,
Tea,
Silver,
Perfume,
Silver,
Gold,
Pearls,
Mercury,


@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
Peasant
Ronin
Samurai
Shogun
Daimyo
Emperor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













