;
;   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
3       ; 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)
1       ; Settlers eat (govt >= Communism)
12      ; City size for first unhappiness at Chieftain level
30      ; 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)
10      ; Base time for engineers to transform terrain (x2)
10      ; Monarchy  pays support for all units past this
20      ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
4       ; Communism is equivalent of this palace distance.
10      ; Fundamentalism loses this % of science
10      ; 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
Air Force,              0, 0,  PT,  nil, 1, 2    ; AFl		0
Tank Development 4,     7,-2,  Mat, ToG, 3, 0    ; Alp
Amphibious Doctrine,    5,-1,  Tac, Aut, 1, 0    ; Amp
Bomber Command,         6,-2,  Rep, Sth, 3, 2    ; Ast
Atomic Elements,        6,-1,  E1,  Too, 2, 3    ; Ato
American War Industry,  1, 0,  PT,  nil, 3, 4    ; Aut		5
Capitalist Banks,       0, 0,  PT,  nil, 0, 1    ; Ban
Industrialisation,      0, 0,  PT,  nil, 1, 1    ; Bri
Propellants,            4,-1,  Rec, nil, 3, 1    ; Bro
Army Training,          3, 0,  PT,  nil, 0, 0    ; Cer
Improved Chemistry,     4, 0,  Uni, nil, 3, 1    ; Che		10
Heavy Artillery,        6,-2,  Hor, Mag, 2, 0    ; Chi
Slave Labour,           5,-2,  Gen, nil, 2, 1    ; CoL    
Airborne Blitzkrieg,    7,-2,  Inv, Tac, 0, 4    ; CA
Airborne Tactics,       7,-2,  Tac, Env, 1, 0    ; Cmb
Communism,              0, 0,  PT,  nil, 1, 4    ; Cmn		15
Trans-Atlantic Bomber,  2,-2,  Inv, Sth, 3, 2    ; Cmp
Waffen SS Expansion,    7,-2,  Inv, Tac, 0, 4    ; Csc
City Militias,          3, 0,  PT,  nil, 0, 0    ; Cst
Industry War Effort,    4,-1,  Eco, nil, 1, 1    ; Cor	
Radar AA Emplacements,  4, 1,  E1,  Bro, 0, 2    ; Cur		20
Arms Exports,           0, 0,  PT,  nil, 0, 0    ; Dem
Wartime Economy,        4,-1,  Bri, nil, 0, 1    ; Eco
Electronics,            4, 0,  Mag, Che, 3, 1    ; E1
American Patriotism,    1, 0,  PT,  nil, 3, 4    ; E2
Improved U-Boat,        3,-2,  Inv, NP,  1, 3    ; Eng		25
Bomber Development 2,   7,-2,  Med, nil, 3, 2    ; Env
Aircraft Carriers,      4,-2,  War, nil, 0, 3    ; Esp
Long Range Fighters,    6,-2,  U1,  nil, 3, 1    ; Exp
Stalinism,              6,-2,  Cmn, nil, 1, 4    ; Feu
Fighter Development 1,  7,-1,  AFl, nil, 1, 2    ; Fli		30
Nazism,                 0, 0,  Mon, nil, 0, 4    ; Fun	       
Manhattan Project,      6,-1,  NF,  Aut, 2, 3    ; FP
Racialism,              5,-2,  PT,  nil, 2, 1    ; Gen
Guard Regiments,        7,-2,  Cmn, Tac, 1, 4    ; Gue
Looting of China,       4,-1,  Ind, nil, 2, 4    ; Gun		35
Field Artillery,        6,-2,  Whe, nil, 2, 0    ; Hor
Japanese Empire,        0, 0,  PT,  nil, 2, 4    ; Ind
Blitzkrieg Doctrine,    0, 0,  PT,  nil, 0, 4    ; Inv
Tank Development 2,     5,-1,  Mys, nil, 3, 0    ; Iro
Partisan Tactics,       5,-2,  Cmn, Tac, 1, 4    ; Lab	        40
Pacific War Plan,       8,-2,  Gun, Cmb, 2, 4    ; Las
Commando Operations,    6,-1,  Rep, Cmb, 1, 0    ; Ldr
Tankbuster Aircraft,    6,-2,  Rob, Whe, 1, 2    ; Lit
Total War Production,   6, 1,  MP,  Tac, 1, 1    ; Too
Improved Engineering,   4, 0,  Uni, nil, 3, 1    ; Mag		45
Naval Development 1,    6,-2,  Nav, nil, 0, 3    ; Map
Barbarossa Plan,        7,-2,  Inv, Csc, 0, 4    ; Mas
Mass Production,        5,-1,  Mag, Cor, 1, 1    ; MP
Tank Development 3,     6,-1,  Iro, Mag, 3, 0    ; Mat
Bomber Development 1,   6,-2,  AFl, nil, 3, 2    ; Med		50
Katyusha Artillery,     7,-2,  Cmn, Bro, 1, 4    ; Met
Jet Engine,             4,-2,  Bro, ToG, 2, 2    ; Min
Soviet Purge,           6,-2,  Feu, nil, 1, 4    ; Mob
Fascism,                0, 0,  PT,  nil, 0, 4    ; Mon
War Propaganda,         2, 0,  PT,  nil, 0, 0    ; MT           55
Tank Development 1,     6, 0,  PT,  nil, 3, 0    ; Mys
Navy,                   0, 0,  PT,  nil, 0, 3    ; Nav
Nuclear Fission,        6,-1,  Ato, nil, 2, 3    ; NF 
Closed Cycle Engine,    4,-2,  Sup, Bro, 1, 3    ; NP
Lebensraumpolitik,      0, 0,  Fun, nil, 0, 4    ; Phi		60
Fighter Development 2,  7,-2,  Fli, Mag, 1, 2    ; Phy
Naval Development 2,    6,-2,  Map, nil, 0, 3    ; Pla
Twice Removed,          1, 0,  no,  no,  0, 0    ; Plu
World War Two,          1, 0,  Plu, nil, 0, 0    ; PT
Merchant Navy,          4, 0,  Nav, nil, 0, 3    ; Pot		65
AA Emplacements,        6, 0,  AFl, Hor, 0, 2    ; Rad
Improved Railroad,      0, 4,  Cor, Mag, 1, 1    ; RR
Improved Explosives,    7,-1,  Che, nil, 3, 1    ; Rec
Synthetic Fuel,         4,-1,  Too, Che, 1, 1    ; Ref
Forced POW Labour,      5,-2,  CoL, nil, 2, 1    ; Rfg		70
British Empire,         0, 0,  PT,  nil, 0, 0    ; Rep
Fighter Development 3,  7,-2,  Phy, ToG, 1, 2    ; Rob
V-Weapons,              6,-2,  Inv, Bro, 2, 2    ; Roc
Population Relocation,  5,-2,  Eco, MT,  2, 1    ; San
Super Battleships,      6,-2,  War, MP,  0, 3    ; Sea          75
Jet Fighter,            4,-2,  Inv, Min, 2, 2    ; SFl
Bomber Development 3,   8,-2,  Env, nil, 3, 2    ; Sth
Tank Development 5,     7,-2,  Alp, Chi, 3, 0    ; SE
Tank Development 6,     7,-2,  SE,  Ref, 3, 0    ; Stl
Submarine Wafare,       6,-2,  Pla, nil, 1, 3    ; Sup		80
Modern Warfare,         6, 0,  Cer, nil, 1, 0    ; Tac
Hollywood War Movies,   2, 0,  U2,  Eco, 3, 4    ; The
Improved Combustion,    7,-1,  Mag, nil, 3, 1    ; ToG
Western Commerce,       0, 0,  PT,  nil, 0, 1    ; Tra
Higher Education,	4, 0,  Wri, nil, 3, 1    ; Uni		85
Naval Development 3,    6,-2,  Pla, nil, 0, 3    ; War
Anti-Tank Guns,         6,-2,  Cst, nil, 2, 0    ; Whe
Basic Education,        0, 0,  PT,  nil, 3, 1    ; Wri
Secret War Project,     0, 0,  MP,  E1,  3, 1    ; ...
Strategic Bombing,      4,-2,  U2,  Sth, 3, 2    ; U1	        90
European War Plan,      6,-2,  X7,  Amp, 3, 4    ; U2
European Liberation,    3, 0,  U2,  Alp, 3, 4    ; U3	       
Anti-Reich Propaganda,  1, 0,  no,  no,  0, 0    ; X1
Anti-Japan Propaganda,  1, 0,  no,  no,  0, 0    ; X2
Anti-USSR Propaganda,   1, 0,  no,  no,  0, 0    ; X3		95
Anti-UK Propaganda,     1, 0,  no,  no,  0, 0    ; X4
Anti-USA Propaganda,    1, 0,  no,  no,  0, 0    ; X5
Lend-Lease Plan,        5,-2,  E2,  Cor, 3, 3    ; X6
Suppplies To Russia,    5,-2,  X6,  Cor, 3, 4    ; 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,
Government Buidlings,     1,  1,    no,
Repair Depot,             5,  1,    nil,
Supply Depot,             5,  1,    Eco,
City Garrison,            5,  1,    Cer,
Light Industry,           5,  1,    Bri,
School,                   5,  1,    MT,
Secret Police HQ,         5,  2,    Cst,
Anti-Tank Defence,        10, 3,    Whe,
Railroad Hub,             10, 2,    RR,
Bank,                     10, 2,    Ban,
Propaganda Cinema,        5,  1,    MT,
Research Laboratory,      10, 3,    Uni,
None,                     10, 0,    no,
Brewery,                  10, 1,    Bri,
Factory,                  20, 3,    Bri,
Mass War Production,      10, 6,    MP,
Radar AA Battery,         30, 4,    Cur,
None,                     10, 0,    no,
Factory Extension,        5,  9,    Cor,
Synthetic Fuel Plant,     15, 2,    Ref,
Munitions Plant,          15, 3,    Too,
War Bonds Office,         15, 1,    Tra,
Refugee Housing,          10, 2,    San,
POW Work Camp,            10, 1,    Rfg,
Slave Labour Camp,        15, 2,    CoL,
Research Complex,         30, 6,    E1,
Flak Defences,            15, 3,    Rad,
Naval Defence Fleet,      20, 3,    Nav,
None,                     10, 0,    no,
Port,                     15, 2,    Nav,
Shipyard,                 20, 3,    Bri,
Airbase,                  10, 2,    AFl,
Forces Mail Office,       10, 2,    Cer,
Resupply Station,         15, 2,    Pot,
None,                     10, 0,    no,
None,                     10, 0,    no,
None,                     10, 0,    no,
(Export Goods),           60, 0,    nil,
Wheat Fields,             10, 0,    nil,
Kremlin,                  10, 5,    nil,
Silesia Fuel Plant,       10, 0,    nil,
U-Boat Pens,              10, 0,    nil,
Pyramids,                 10, 0,    nil,
Fhrerbunker,             10, 5,    nil,
Krasny Oktyabr Plant,     10, 0,    nil,
SS Leibstandarte HQ,      10, 5,    nil,
Augsburg Factories,       10, 5,    nil, 
Vatican,                  10, 0,    nil,
Hollywood,                10, 0,    nil,
Gosprom Complex,          10, 5,    nil,
British Home Fleet,       10, 5,    nil,
The British Capital,      10, 5,    nil,
Italian Capital,          10, 5,    nil, 
Reichstag,                10, 5,    nil,
Werner Heisenberg,        10, 0,    nil,
Wall Street,              10, 0,    nil,
Japanese Capital,         10, 5,    nil, 
Statue of Liberty,        10, 0,    nil,
British Diplomats,        10, 5,    nil,
Allied Forces Radio,      10, 5,    nil,
Palembang Refinery,       10, 5,    nil, 
Albert Einstein,          10, 0,    nil,
Birthplace of Communism,  10, 0,    nil,
none,                     10, 0,    no,
Wernher Von Braun,        10, 0,    nil,
Russian Capital,          10, 5,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Cst,        ; Great Library
nil,        ; Oracle
Cst,        ; 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
Cst,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
Cst,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
Cst,        ; 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
Engineers,        nil, 0,  1.,0,  0a,2d,  4h,1f, 12,0,  5, Tac, 000000000000000
P-38 Lightning,   X5,  1,  6.,2,  3a,4d,  4h,2f,  9,0,  0, Rob, 000000001010001
Pe-2 Bomber,      X3,  1,  6.,2,  8a,1d,  2h,1f,  9,0,  0, Cmn, 000000001000001
A6M2 Zero,        X2,  1,  8.,2,  3a,3d,  4h,2f,  9,0,  3, Fli, 000000001010001
Ki-100 Tony,      X2,  1,  8.,2,  3a,4d,  4h,2f, 11,0,  3, Rob, 000000001010001
Bf 109 Fighter,   X1,  1,  4.,2,  3a,3d,  4h,2f,  9,0,  3, Fli, 000000001010001
Hawker Typhoon,   X4,  1,  4.,2,  5a,3d,  4h,2f,  9,0,  0, Lit, 000000001010001
Spitfire,         X4,  1,  4.,2,  3a,3d,  4h,2f,  9,0,  1, Rep, 000000001010001
Waffen SS,        X1,  0,  2.,0,  7a,3d,  4h,1f, 12,0,  0, Csc, 000110001000100
Partisans,        Phi, 0,  1.,0,  8a,2d,  2h,1f,  9,0,  0, Lab, 000001001000010
Wehrmacht,        X1,  0,  2.,0,  4a,2d,  4h,1f,  9,0,  1, Inv, 000000001000000
British Infantry, X4,  0,  1.,0,  4a,2d,  4h,1f,  9,0,  1, Cer, 000010001000000
US Marines,       X5,  0,  1.,0,  6a,2d,  4h,1f, 11,0,  0, Amp, 000000001000100
Fallschirmjger,  X1,  0,  1.,0,  5a,2d,  4h,1f, 11,0,  0, CA,  000000101000000
Armoured Car,     nil, 0,  1.,0,  2a,3d,  4h,1f,  9,0,  1, Tac, 000000001000010
Sherman Tank,     X5,  0,  2.,0,  9a,2d,  4h,1f,  9,0,  0, Alp, 000000000000000
Comet Tank,       X4,  0,  2.,0,  9a,2d,  4h,1f,  9,0,  0, Alp, 000000000000000
Mosquito Bomber,  X4,  1,  6.,2,  8a,1d,  2h,1f,  9,0,  3, Ast, 000000001000001
Sturmovik,        X3,  1,  6.,2,  6a,4d,  3h,3f,  9,0,  0, Lit, 000000001000001
Yak Fighter,      X3,  1,  4.,2,  3a,3d,  4h,2f,  9,0,  3, Phy, 000000001010001
Fw190 Fighter,    X1,  1,  5.,2,  3a,4d,  4h,2f, 11,0,  3, Phy, 000000001010001
JS2 Tank,         X3,  0,  2.,0, 10a,2d,  4h,4f, 11,0,  3, SE,  000000000000000
PzKw VI Tiger,    X1,  0,  1.,0, 10a,4d,  4h,3f, 13,0,  3, Mat, 000000000000000
T-34 Tank,        X3,  0,  2.,0,  9a,3d,  4h,2f,  9,0,  0, Alp, 000000000000000
Anti-Tank Assault,nil, 0,  2.,0,  3a,1d,  1h,2f,  2,0,  0, Whe, 001000001000000
Artillery Assault,nil, 0,  2.,0,  5a,1d,  1h,3f,  5,0,  0, Hor, 001000001000000
Barrage Assault,  nil, 0,  2.,0,  7a,1d,  1h,3f,  7,0,  0, Chi, 001000001000000
Fighter,          Dem, 1,  4.,2,  3a,3d,  3h,2f,  8,0,  3, Fli, 000000001010001
Bomber,           nil, 1,  6.,2, 12a,1d,  2h,1f, 10,0,  0, Med, 000000001000001
AA Battery,       nil, 0,  1.,0,  0a,4d,  2h,1f,  8,0,  1, Rad, 010000000000001
Me262 Jet Fighter,X1,  1,  4.,2,  6a,6d,  4h,2f, 15,0,  3, SFl, 000000001010001
Pershing Tank,    X5,  0,  2.,0, 10a,4d,  4h,1f, 12,0,  0, Stl, 000000000000000
Light Tank,       nil, 0,  2.,0,  8a,2d,  4h,1f,  8,0,  3, Mys, 000000000000000
PzKw IV Tank,     X1,  0,  2.,0,  9a,2d,  4h,1f,  9,0,  0, Iro, 000000000000000
Red Army,         X3,  0,  1.,0,  3a,3d,  3h,2f,  6,0,  1, Cmn, 000000001000000
Airborne Troops,  Inv, 0,  1.,0,  5a,2d,  4h,1f,  9,0,  0, Cmb, 000000101000000
Me264 Amerika,    X1,  1, 20.,4, 18a,2d,  2h,2f, 15,0,  0, Cmp, 000000001000001
Super Battleship, nil, 2,  4.,0, 14a,14d, 3h,3f, 19,0,  2, Sea, 000000001000001
Destroyer,        nil, 2,  5.,0,  4a,6d,  2h,1f,  9,0,  2, Map, 110000000000000
Cruiser,          nil, 2,  4.,0,  7a,8d,  2h,1f, 12,0,  2, Pla, 000000000000000
Battleship,       nil, 2,  4.,0, 11a,12d, 2h,2f, 16,0,  2, War, 000000000000001
Submarine,        nil, 2,  4.,0,  9a,3d,  2h,2f,  9,0,  0, Sup, 100000000001001
Carrier,          nil, 2,  4.,0,  6a,6d,  2h,2f, 14,0,  0, Esp, 000000010000000
Cargo Ship,       nil, 2,  4.,0,  0a,2d,  1h,1f,  7,4,  0, Pot, 000000000000000
V2 Missile,       X1,  1,  8.,1, 18a,1d,  1h,4f,  7,0,  0, Roc, 001000000000000
Atomic Bomber,    nil, 1,  6.,2, 99a,1d,  2h,1f, 15,0,  0, FP,  000000001000001
Infantry,         nil, 0,  1.,0,  2a,2d,  4h,1f,  8,0,  1, Cst, 000000001000000
PzKw V Panther,   X1,  0,  2.,0,  9a,4d,  4h,2f, 12,0,  0, Alp, 000000000000000
Matilda Tank,     X4,  0,  2.,0,  9a,2d,  4h,1f,  9,0,  0, Mys, 000000000000000
Elektro Boat,     X1,  2,  6.,0, 16a,4d,  2h,3f, 14,0,  2, Eng, 110000000001001
Type 97 Chi-Ha,   X2,  0,  2.,0, 10a,2d,  4h,1f, 10,0,  3, Ind, 000000001000000
Ju87 Stuka,       X1,  1,  6.,2,  8a,1d,  2h,1f,  9,0,  0, Inv, 000000001000001
D3A Val,          X2,  1,  6.,2,  6a,1d,  2h,1f,  9,0,  0, Ind, 000000001000001
P-51 Mustang,     X5,  1,  8.,2,  3a,4d,  4h,2f, 11,0,  3, Exp, 000000001010001
B-17 Bomber,      X5,  1, 20.,4, 16a,3d,  2h,1f, 13,0,  0, U1,  000000001000001
Lancaster Bomber, X4,  1, 20.,4, 20a,3d,  2h,1f, 13,0,  0, Ast, 000000001000001
Katyusha Assault, X3,  0,  2.,0, 12a,1d,  1h,4f,  9,0,  0, Met, 001000001000000
Imperial Marines, X2,  0,  2.,0,  4a,2d,  4h,1f,  9,0,  0, Ind, 000000001000100
GI Infantry,      X5,  0,  1.,0,  5a,2d,  4h,1f,  9,0,  1, Tac, 000000001000001
Commandos,        X4,  0,  2.,0,  7a,3d,  4h,1f, 13,0,  0, Ldr, 000010001000100
Guards,           X3,  0,  2.,0,  6a,3d,  4h,2f, 11,0,  3, Gue, 000000001000100
PzKw VII Tiger II,X1,  0,  1.,0, 10a,5d,  4h,3f, 14,0,  3, SE,  000100000000000

;
; 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,     3,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  no,    ; Drt
Plains,     1,2,  2,0,0,   yes, 1, 5, 1,   For, 0,12,  0,  no,    ; Pln
Grassland,  1,2,  3,0,0,   yes, 1, 5, 2,   For, 0, 9,  0,  no,    ; Grs
Forest,     2,3,  1,1,0,   Pln, 0, 5, 5,   no,  0,10,  0,  no,    ; For
Hills,      3,4,  1,0,0,   no,  1, 8, 0,   yes, 3, 6,  1,  no,    ; Hil
Mountains,  4,6,  0,0,0,   no,  1, 8, 0,   yes, 4, 9,  1,  no,    ; Mou
Oil,        2,3,  1,6,9,   no,  0, 0, 0,   yes, 8, 6,  1,  no,    ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Swamp,      3,3,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Swa
Jungle,     4,3,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Livestock,  1,2,  2,2,0,
Grassland,  1,2,  2,1,0,
Paper,      2,3,  1,3,0,
Coal Mine,  2,4,  1,5,2,
Tin Mine,   3,6,  0,4,2,
Mfg Plant,  1,2,  8,8,8,
Evergreen,  2,2,  0,1,0,
Rubber,     2,3,  1,4,0,
Gems,       2,3,  1,0,8,
Fishing,    1,2,  5,1,2,
Palms,      1,2,  0,1,0,
Wheat,      1,2,  5,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,3,0,
Gold Mine,  2,4,  1,0,9,
Iron Trade, 3,6,  0,4,4,
Refinery,   1,2,  1,8,4,
Rocks,      2,2,  0,1,0,
Sugar,      2,3,  3,0,4,
Coffee,     2,3,  4,0,3,
Sea Trade,  1,2,  3,3,3,




@GOVERNMENTS
Anarchy,        Sir,         Madame
Alliance,       Chairman,    President
Commonwealth,   General,     Leader
Communism,      Comrade,     Comrade
Fascism,        Leader,      Leader
Republic,       General,     President
Democracy,      Chairman,    Mistress

;
;   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, 0, Romans,      Roman,       0,  1,  1,     
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,      
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1,  1, -1,     4, Fhrer, Fuehres
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,    1,  1,  0,     5, General, General
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,       0,  1, -1,     
Mohandas Gandhi,Indira Gandhi,     0, 7, 0, Indians,     Indian,      1,  1, -1,     2, General, General
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     0,  1, -1,     3, Comrade, Comarde
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,     
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,      1,  1,  1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,     
Mao Tse Tung, Wu Zhao,             0, 5, 0, Chinese,     Chinese,     0,  0,  1,     
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     1,  1, -1,     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,     
Tokugawa,     Amaterasu,           0, 2, 0, Japanese,    Japanese,    1,  1, -1,     4, War Minister, War Minister
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,      1,  1,  0,     
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  0,  0,     6, Chairman, Mistress
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     
Hannibal,     Dido,                0, 6, 0, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Armaments,
Cloth,
Bearings,
Salt,
Sugar,
Coal,
Steel,
Iron,
Wine,
Ammo,
Grain,
Gasoline,
Ore,
Gold,
Oil,
Petroleum,


@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
Captain   
Major  
Colonel
Brigadier
General 
Field Marshal

@ATTITUDES
Brotherly
Loyal
Trusting
Receptive
Neutral
Distant
Icy
Hostile
Furious













