;
;   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
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
15      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
12      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; 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
0       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
8       ; 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
Lyrical Poetry,     4, 2,  Too, Wri, 1, 0    ; AFl
Ancient Science,    4, 2,  Sea, Lit, 0, 3    ; Alp
Calendar,           5, 1,  Cer, Wri, 0, 4    ; Amp
Astronomy,          4, 2,  E1,  Amp, 0, 3    ; Ast
Arithmetic,         5, 1,  Amp, nil, 0, 3    ; Ato
Chinese,            0, 0,  no,  no,  1, 0    ; Aut
UNUSED,             3, 2,  no,  no,  1, 0    ; Ban
Corvee,             6, 0,  Cst, Cor, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ancestor Worship,   6, 0,  nil, nil, 0, 2    ; Cer
Earthworks,         5, 0,  nil, nil, 0, 4    ; Che
Domesticated Horses,6,-1,  Bro, nil, 0, 0    ; Chi
Archery,            5,-2,  Bro, nil, 0, 0    ; CoL
UNUSED,             0, 1,  no,  no,  3, 0    ; CA
Slavery,            5, 0,  nil, nil, 0, 2    ; Cmb
Legalism,           7,-2,  Mys, Cmp, 0, 2    ; Cmn
Historics,          4, 1,  Cor, Lab, 0, 2    ; Cmp
Taxation,           6,-1,  Mon, Tra, 0, 1    ; Csc
Construction,       5, 0,  Che, Ato, 0, 4    ; Cst
Administration,     8,-1,  Csc, Iro, 0, 2    ; Cor
Currency,           6, 1,  Tra, Cor, 0, 1    ; Cur
UNUSED,             0, 1,  no,  no,  2, 2    ; Dem
Poetry,             4, 2,  AFl, Phi, 1, 0    ; Eco
Mysticism,          4, 0,  Cer, nil, 0, 2    ; E1
Ascetism,           0, 0,  no,  no,  0, 2    ; E2
Engineering,        5, 0,  Cur, Bri, 0, 4    ; Eng
UNUSED,             0, 1,  no,  no,  1, 1    ; Env
Mencian Philosophy, 5, 2,  MT,  Mys, 0, 2    ; Esp
UNUSED,             0, 0,  no,  no,  2, 4    ; Exp
Swords,             7,-2,  Bro, Tra, 0, 0    ; Feu
Diagnosis,          4, 2,  Rep, Med, 0, 4    ; Fli
Nomadism,           0, 0,  Aut, E2,  3, 0    ; Fun
UNUSED,             3, 0,  no,  no,  3, 3    ; FP
Ship Building,      3, 1,  nil, nil, 0, 4    ; Gen
Popular Taoism,     6,-1,  Lit, MT,  0, 2    ; Gue
Defensive Warfare,  7,-2,  Rep, Nav, 0, 0    ; Gun
Horseback Riding,   7,-2,  Cur, Chi, 0, 0    ; Hor
Herding,            0, 0,  no,  no,  3, 0    ; Ind
UNUSED,             0, 0,  no,  no,  1, 0    ; Inv
Iron Casting,       7,-1,  Bro, Csc, 0, 4    ; Iro
Law,                6, 0,  Mon, AFl, 0, 2    ; Lab
Fu-kuo,             0, 0,  nil, SE,  0, 2    ; Las
Confucian Code,     5, 1,  Met, Rep, 0, 2    ; Ldr
Celestial System,   5, 2,  Cur, Rep, 0, 3    ; Lit
Music,              4, 2,  nil, nil, 1, 0    ; Too
Lacquer,            4, 2,  Rep, Cur, 0, 1    ; Mag
Writing,            5, 2,  nil, nil, 0, 3    ; Map
Paper,              4, 2,  Mag, Alp, 0, 1    ; Mas
Mahayanism,         0, 2,  nil, SE,  0, 2    ; MP
Standardization,    5, 2,  Cmp, Eco, 0, 3    ; Mat
Medicine,           4, 2,  Phi, E1,  0, 3    ; Med
Classics,           5, 2,  Mat, Rep, 0, 3    ; Met
Great Works,        5, 1,  Cmn, Eng, 0, 4    ; Min
UNUSED,             0,-1,  no,  no,  3, 0    ; Mob
Feudalism,          7,-1,  Cmb, nil, 0, 2    ; Mon
Taoism,             6, 1,  Phi, Ast, 0, 2    ; MT
Confucianism,       6, 1,  Phi, nil, 0, 2    ; Mys
Siege Warfare,      6,-1,  Tac, Bri, 0, 0    ; Nav
Silkworms,          6, 1,  nil, nil, 0, 1    ; NF
UNUSED,             0, 0,  no,  no,  3, 3    ; NP
Philosophy,         7, 1,  Ato, Cor, 0, 3    ; Phi
Buddhism,           6, 1,  Mas, Gue, 0, 2    ; Phy
UNUSED,             0, 1,  no,  no,  3, 4    ; Pla
Mounted Crossbowmen,5,-2,  War, Hor, 0, 0    ; Plu  
UNUSED,             0,-2,  no,  no,  3, 2    ; PT
Simple Bow,         6,-2,  Aut, nil, 3, 0    ; Pot
UNUSED,             0,-1,  no,  no,  3, 4    ; Rad
UNUSED,             0, 0,  no,  no,  2, 1    ; RR
Unification,        8,-1,  Fun, nil, 3, 0    ; Rec
Steppe Tactics,     7,-2,  Fun, SE,  3, 0    ; Ref
Land Reform,        7, 2,  Rep, Esp, 0, 2    ; Rfg
Empire,             7, 1,  Cmn, Esp, 0, 2    ; Rep
Composite Bow,      8,-2,  Ref, nil, 3, 0    ; Rob
Horse Breeding,     7,-2,  Rob, Rec, 3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 0, 4    ; San
Seafaring,          4,-1,  Gen, Ast, 0, 4    ; Sea
Metallurgy,         6, 0,  Alp, Iro, 0, 4    ; SFl
Rudder,             4,-1,  Sea, Eng, 0, 4    ; Sth
Warfare,            0, 0,  Stl, nil, 3, 0    ; SE
Barbarian,          0, 0,  no,  no,  3, 0    ; Stl
Stirrup,            5,-2,  Mag, Plu, 0, 0    ; Sup
Tactics,            7,-2,  War, Cmp, 0, 0    ; Tac
UNUSED,             0, 0,  no,  no,  3, 4    ; The
Armor,              5,-2,  Iro, Feu, 0, 0    ; ToG
Trade,              7, 1,  NF,  Wri, 0, 1    ; Tra
University,         6, 1,  Mat, Lit, 0, 3    ; Uni
Crossbows,          7,-2,  ToG, CoL, 0, 0    ; War
UNUSED,             0,-1,  no,  no,  0, 4    ; Whe
Jade Working,       4, 2,  nil, nil, 1, 0    ; Wri
Arcane Wisdom,      1, 0,  Alp, Ldr, 0, 3    ; ...
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 1,    Che,
Barracks,                 4,  1,    no,
Granary,                  6,  1,    Bri,
Shrine,                   6,  1,    Cer,
MarketPlace,              8,  1,    Tra,
School,                   10, 2,    Phi,
T'ai-shou,                8,  1,    Ldr,
City Walls,               6,  2,    Cst,
Drainage,                 12, 2,    Eng,
Merchants' Quarter,       10, 2,    Cur,
Temple,                   12, 3,    MT,
Library,                  12, 3,    Met,
Mass Transit,             16, 4,    no,
Monastery,                10, 3,    Phy,
Foundry,                  12, 3,    Iro,
Blast Forge,              30, 6,    SFl,
Watch Tower,              10, 1,    Rep,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Water Mill,               20, 4,    Alp,
Nuclear Plant,            16, 2,    no,
Mint,                     14, 4,    Mat,
Hospital,                 16, 4,    Fli,
Grain Tax,                8,  1,    Cor,
Imperial Roads,           14, 2,    Rep,
College,                  20, 4,    Uni,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,         8,  1,    no,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Gen,
Offshore Platform,        16, 3,    no,
Great Canal,              40, 6,    Min,
Police Station,           6,  2,    no,
Port Facility,            8,  3,    no, 
SS Structural,            8,  0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Requisitions,             60, 0,    Cor,
Chengkuo Canal,           40, 0,    Bri, 
Daodejing,                20, 0,    MT, 
Silk Road,                20, 0,    Mag, 
Lighthouse,               20, 0,    no, 
Shang-tzu,                20, 0,    Las, 
Luminous Hall,            20, 0,    E1,
Great Wall,               40, 0,    Min, 
Sun Tzu's Art of War,     30, 0,    Tac, 
Afang,                    30, 0,    Cmn, 
Marco Polo's Embassy,     20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Taixue,                   30, 0,    Uni,
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
Taiping,                  60, 0,    Gue, 
Isaac Newton's College,   40, 0,    no,
Salt Monopoly,            30, 0,    Csc,  
Hundred Schools,          20, 0,    Phi, 
Statue of Liberty,        40, 0,    no, 
Chou Imperial Court,      30, 0,    Mon, 
Confucian Classics,       40, 0,    Mys, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
Tian Ming,                60, 0,    Rep, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Great Stupa,              30, 0,    MP, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
Cmn,        ; Oracle
Gue,        ; Great Wall
Phy,        ; Sun Tzu's War Academy
Ldr,        ; 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
Rep,        ; 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,     Fun, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, Mon, 000000000000000
Engineers,    Fun, 0,  2.,0,  0a,1d,  2h,1f, 10,0,  5, Eng, 000000000000000
Spearmen,     Cor, 0,  1.,0,  1a,2d,  1h,1f,  3,0,  1, Bro, 000000000000000
Swordsmen,    Tac, 0,  2.,0,  5a,2d,  2h,1f,  6,0,  0, Feu, 000000000000000
Archers,      War, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, CoL, 000010000000000
Pikemen,      Fun, 0,  2.,0,  2a,3d,  2h,2f,  2,0,  1, Cor, 000000000000000
Halberdiers,  Fun, 0,  2.,0,  4a,4d,  2h,2f,  3,0,  1, Tac, 000000000000000
Musketeers,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Armed Peasants,Fun, 0,  2.,0,  5a,3d,  2h,2f, 20,0,  1, SE, 000001000000010
K'u-tsu,      Fun, 0,  2.,0,  5a,4d,  2h,2f,  5,0,  5, Gun, 000000000000000
Armored Archers,nil, 0,  2.,0,  4a,2d,  1h,2f,  4,0,  1, no,  000010000000100
Crossbowmen,  Fun, 0,  2.,0,  6a,3d,  2h,2f,  4,0,  0, War, 000010000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Horsemen,     Fun, 0,  3.,0,  8a,2d,  2h,2f,  8,0,  0, Hor, 000000000000000
Scythe Chariot,Fun, 0,  3.,0,  7a,2d,  1h,2f, 9,0,  0, ToG, 000000000000000
Mounted Crossbowmen,Fun, 0,  4.,0,  9a,2d,  1h,2f,  8,0,  0, Plu, 000000000000001
Chariot,      ToG, 0,  3.,0,  6a,2d,  1h,1f,  8,0,  0, Chi, 000000000000000
Knights,      Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Dragoons,     Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Raiders,      Aut, 0,  3.,0, 10a,1d,  2h,2f,  6,0,  0, Rec, 001000000000001
P'ao ch,     Fun, 0,  1.,0,  8a,1d,  2h,3f, 12,0,  0, Nav, 000000001000000
Siege Train,  Fun, 0,  1.,0,  5a,1d,  1h,2f, 10,0,  0, Bri, 000000001000000
Heavy Cavalry,Fun, 0,  3.,0,  9a,3d,  2h,2f, 10,0,  0, Sup, 000000000000000
Tribesmen,    Aut, 0,  1.,0,  1a,3d,  2h,2f,  2,0,  1, Fun, 000000000000000
Savages,      Tac, 0,  2.,0,  5a,6d,  2h,2f,  2,0,  1, SE,  000001000000000
Mounted Archers,Aut, 0,  4.,0,  7a,3d,  1h,1f,  4,0,  0, SE,  000000000000001
Warriors,     nil, 0,  2.,0,  4a,3d,  2h,2f,  4,0,  0, SE,  000001000000000
Natives,      nil, 0,  1.,0,  1a,4d,  2h,2f,  2,0,  1, SE,  000000000000000
Koreans,      nil, 0,  2.,0,  5a,5d,  2h,2f,  4,0,  0, SE,  000000000000000
Elephants,    nil, 0,  1.,0,  5a,6d,  2h,2f, 12,0,  1, SE,  000000000000000
River Boat,   Sth, 2,  4.,0,  1a,1d,  1h,1f,  4,1,  4, Gen, 000000000100000
Junk,         Fun, 2,  5.,0,  2a,1d,  1h,1f,  6,2,  4, Sth, 000000000000000
Hoplites,     nil, 0,  2.,0,  6a,5d,  2h,2f,  2,0,  1, no,  000000000000000
Hetairoi,     nil, 0,  3.,0,  7a,3d,  2h,2f,  2,0,  0, no,  000000000000000
Indians,      nil, 0,  2.,0,  5a,5d,  2h,2f,  2,0,  1, SE,  000000000000000
War Chariots, nil, 0,  3.,0,  7a,3d,  2h,2f,  6,0,  0, SE,  000000000000000
Indian Elephants,nil, 0,  3.,0,  8a,2d,  2h,2f,  8,0,  0, SE,  000000000000000
Peons,        Aut, 0,  1.,0,  0a,1d,  1h,1f,  6,0,  5, Fun, 000000000000000
Militia,      nil, 0,  1.,0,  1a,3d,  2h,2f,  2,0,  1, SE,  000000000000000
Riders,       Aut, 0,  3.,0,  4a,2d,  1h,1f,  2,0,  0, Fun, 000000000000001
Nomads,       Aut, 0,  4.,0,  6a,2d,  1h,1f,  4,0,  0, Pot, 000000000000011
Horse Archers,Aut, 0,  5.,0,  8a,3d,  2h,3f,  4,0,  0, Rob, 000000000000011
Cavalry,      Aut, 0,  4.,0,  7a,4d,  2h,2f,  6,0,  0, Roc, 000000000000011
Horde,        Aut, 0,  3.,0, 99a,0d,  1h,1f, 12,0,  0, Rec, 001000000000001
Diplomat,     Fun, 0,  1.,0,  0a,0d,  1h,1f, 10,0,  6, Cmp, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Traders,      Fun, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Impassable,   nil, 1,  0.,100,1a,0d,  1h,1f,  0,0,  3, no,  000000000000000
Extra Land,   nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     2,1,  0,0,0,   yes, 1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,0,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      3,4,  1,0,0,   yes, 1,10, 2,   yes, 3,10,  1,  no,    ; Hil
Mountains,  6,4,  0,0,0,   no,  1,10, 0,   yes, 1,10,  5,  no,    ; Mou
River Bed,  1,3,  2,0,2,   yes, 2, 5, 1,   no,  0, 0,  0,  no,    ; Tun
Steppe,     1,2,  0,0,0,   yes, 1,10, 3,   no,  0, 0,  0,  Pln,   ; Gla
Swamp,      2,1,  1,0,0,   yes, 1,15, 5,   For, 0,15,  0,  Tun,   ; Swa
Jungle,     3,3,  1,0,0,   yes, 1,15, 5,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  0,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      2,2,  3,0,2,
Cattle,     1,2,  2,3,0,
Grassland,  1,2,  2,1,0,
Bamboo,     2,3,  2,4,0,
Hemp,       3,4,  1,2,3,
Gold,       6,4,  0,1,6,
Swine,      1,2,  2,3,2,
Yaks,       1,2,  3,2,2,
Salt,       2,1,  0,2,4,
Jewels,     2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Gems,       2,1,  0,1,4,
Game,       1,2,  3,2,1,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,4,
Sheep,      3,4,  1,1,4,
Iron,       6,4,  0,4,1,
Rice,       1,2,  4,0,3,
Horses,     1,2,  0,3,2,
Water Buffalo,2,1,  1,4,0,
Oranges,    2,3,  3,0,3,
Game Fish,  1,2,  2,0,4,




@GOVERNMENTS
Anarchy,        Warlord,     Warlord
Despotism,      Lord,        Lord
Feudalism,      Duke,        Duchess
Legalism,       Prince,      Princess
Tribal Kingdom, Shanyu,      Shanyu
Empire,         Emperor,     Empress
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,       1,  1,  1,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, 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, 2, Chinese,     Chinese,     0,  0,  1,
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 0, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,    -1, -1,  1,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       1,  1, -1,

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,
Sheep,
Timber,
Cattle,
Salt,
Hemp,
Copper,
Tin,
Fruits,
Silk,
Silver,
Ginger,
Lead,
Gold,
Lacquer,
Iron,


@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
Warlord
Duke
Prince
Hegemon
Emperor
Son of Heaven

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













