;
;   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
8       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; 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
6       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
25      ; 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
Population Support, 4,-1,  no,  no,  3, 0    ; AFl
Communal Living,    5, 1,  nil, nil, 0, 2    ; Alp
Amphibious Warfare, 4,-1,  no,  no,  3, 0    ; Amp
Police Action,      3, 0,  nil, no,  3, 2    ; Ast
M-60 Machine Gun,   4,-1,  no,  no,  3, 0    ; Ato
Automobile,         6,-1,  nil, nil, 3, 4    ; Aut
Banking,            4, 1,  Rep, nil, 1, 1    ; Ban
Bridge Building,    4, 0,  Cst, nil, 2, 4    ; Bri
Advanced Training,  4,-1,  no,  no,  3, 0    ; Bro
Ancestor Worship,   5, 0,  nil, nil, 0, 2    ; Cer
Thai Tech,          4,-1,  no,  no,  3, 0    ; Che
SVN Reorganization, 4,-1,  no,  no,  3, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Helicopter Tech,    4,-1,  no,  no,  3, 0    ; CA 
Air Supremacy,      4,-1,  no,  no,  3, 0    ; Cmb
Communism,          5, 0,  Las, nil, 2, 2    ; Cmn
Chinese Tech,       4,-1,  no,  no,  3, 0    ; Cmp
Cambodian Tech,     4,-1,  no,  no,  3, 0    ; Csc
Construction,       4, 0,  Mas, Tra, 2, 4    ; Cst
The Corporation,    4, 0,  Las, Eco, 2, 1    ; Cor
NVN Supply Route,   4, 1,  Esp, Aut, 3, 1    ; Cur
Democracy,          5, 1,  Ban, nil, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Ground Superiority, 4,-1,  no,  no,  3, 0    ; E1 
American Bases,     2, 0,  no,  no,  3, 2    ; E2 
Fleet Tactics,      4,-1,  no,  no,  3, 0    ; Eng
US Comittment,      2, 0,  nil, no,  3, 2    ; Env
NVN Infiltration,   4,-1,  Feu, Med, 3, 0    ; Esp
Engineering Corps,  4, 0,  no,  no,  3, 4    ; Exp
Unorthodox Tactics, 2,-1,  nil, no,  3, 0    ; Feu
Hidden Arms Depots, 4,-1,  no,  no,  3, 0    ; Fli
Heavy Fleet Support,4,-1,  no,  no,  3, 0    ; Fun
SVN Politics,       4, 0,  Phy, Sup, 3, 2    ; FP 
Secret Tunnels,     5, 0,  Med, nil, 3, 0    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
FWA Support,        4,-1,  no,  no,  3, 0    ; Gun
Soviet Support,     4,-1,  no,  no,  3, 0    ; Hor
Chinese Cities,     4, 0,  no,  no,  3, 2    ; Ind
Carpet Bombing,     4,-1,  no,  no,  3, 0    ; Inv
Special Operations, 4,-1,  no,  no,  3, 0    ; Iro
Popular Uprising,   4,-1,  no,  no,  3, 0    ; Lab
Industrialization,  6, 0,  Ref, Ban, 2, 1    ; Las
SVN Military Reform,4,-1,  no,  no,  3, 0    ; Ldr
CIA Presence,       5,-1,  X3,  nil, 3, 0    ; Lit
Soviet Artillery,   4,-1,  no,  no,  3, 0    ; Too
Jungle Warfare,     4,-1,  no,  no,  3, 0    ; Mag
NVN Morale,         4,-1,  no,  no,  3, 0    ; Map
Organized Labor,    4, 1,  nil, nil, 1, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
NV Anti-Air Tech,   4,-1,  no,  no,  3, 0    ; Mat
Underground Network,2, 0,  nil, no,  3, 2    ; Med
Makeshift Weapons,  4,-1,  no,  no,  3, 0    ; Met
SVN Pacification,   4,-1,  The, The, 3, 2    ; Min
Mechanized Support, 4,-1,  no,  no,  3, 0    ; Mob
Dictatorship,       5,-1,  CoL, Wri, 2, 2    ; Mon
Buddhism,           5, 1,  nil, nil, 1, 2    ; MT 
Christianity,       5, 1,  nil, nil, 1, 2    ; Mys
Troop Conveyance,   4,-1,  no,  no,  3, 0    ; Nav
SVN Loyalty,        4,-1,  no,  no,  3, 0    ; NF 
Imp. Naval Engines, 4, 0,  nil, no,  3, 4    ; NP 
Social Philosophy,  6, 1,  Dem, Cmn, 3, 2    ; Phi
US Sponsored Regime,4,-1,  Rep, Lit, 3, 2    ; Phy
Soviet Aircraft,    4,-1,  no,  no,  3, 0    ; Pla
US Morale Attrition,5,-1,  Feu, U1,  3, 2    ; Plu
River Warfare,      4,-1,  no,  no,  3, 0    ; PT 
Agriculture,        4, 1,  nil, nil, 0, 1    ; Pot
Air Bases,          5,-1,  nil, no,  3, 4    ; Rad
Ho Chi Minh Trail,  6, 0,  no,  no,  3, 1    ; RR 
Search and Destroy, 2,-1,  X3,  nil, 3, 0    ; Rec
Railroad,           6, 0,  Bri, nil, 2, 1    ; Ref
Refrigeration,      3, 1,  San, nil, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, nil, 0, 2    ; Rep
Interdiction,       4,-1,  no,  no,  3, 0    ; Rob
Naval Supremacy,    4,-1,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  nil, nil, 2, 1    ; San
Maritime Lifestyle, 4, 1,  nil, nil, 0, 1    ; Sea
Troop Mobility,     4,-1,  no,  no,  3, 0    ; SFl
NVN Military Drive, 4,-1,  no,  no,  3, 0    ; Sth
Advanced Aircraft,  4,-1,  no,  no,  3, 0    ; SE 
Soviet Vehicles,    4,-1,  no,  no,  3, 0    ; Stl
Relief Supplies,    4, 1,  Dem, Aut, 3, 2    ; Sup
Laotian Tech,       4,-1,  no,  no,  3, 0    ; Tac
Internal Security,  5, 0,  Rec, Lit, 3, 0    ; The
Goodwill Support,   4, 1,  Sup, Tra, 3, 2    ; ToG
Commerce,           4, 2,  nil, nil, 1, 1    ; Tra
Standard Education, 5, 1,  Dem, Wri, 2, 3    ; Uni
The Draft,          4,-1,  no,  no,  3, 0    ; War
River Raiders,      4,-1,  no,  no,  3, 0    ; Whe
Rural Improvement,  4, 2,  Alp, nil, 3, 2    ; Wri
Future Technology,  1, 0,  MP,  Uni, 3, 3    ; FT 
Prolonged Conflict, 3,-1,  U2,  U3,  3, 0    ; U1 
NLF Support,        5,-1,  Alp, Med, 3, 2    ; U2 
SVN Instability,    5,-1,  Cmn, Med, 3, 2    ; U3 
NLF Replenishment,  6,-2,  Plu, Cur, 3, 0    ; X1 
Surveillance System,4,-1,  Min, FP,  3, 0    ; X2 
US Military Aid,    4,-1,  Ast, Env, 3, 0    ; X3 
US Anti-Air Tech,   4,-1,  nil, no,  3, 0    ; X4 
NLF Enemy,          4, 1,  no,  no,  3, 0    ; X5 
Anti-Capitalism,    4, 1,  no,  no,  3, 0    ; X6 
Colonial Security,  2, 0,  no,  no,  3, 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,
Government Center,        10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Shrine,                    4, 1,    Cer,
MarketPlace,               8, 1,    Tra,
Local Records,             8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Fortifications,       8, 0,    Mas,
Hospital,                  8, 2,    Wri,
Bank,                     12, 3,    Ban,
Buddhist Temple,          12, 3,    MT, 
Functional School,        16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Sports Stadium,           10, 4,    Cst,
Factory,                  20, 4,    Las,
x,                         0, 0,    no, 
x,                         0, 0,    no, 
x,                         0, 0,    no, 
Power Plant,              16, 4,    Las,
x,                         0, 0,    no, 
x,                         0, 0,    no, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Improved Roads,           20, 5,    Aut,
x,                         0, 0,    no, 
US Air Defense,           10, 2,    X4, 
Coastal Fortress,          8, 1,    Sea,
x,                         0, 0,    no, 
Harbor,                    6, 1,    Sea,
US Home Industry,         16, 3,    no, 
Airport,                  16, 3,    Rad,
Security Forces,           6, 2,    Dem,
Port Facility,             8, 3,    nil,
x,                         0, 0,    no, 
x,                         0, 0,    no, 
x,                         0, 0,    no, 
(Capitalization),         60, 0,    Cor,
Mekong Delta Bounty,      20, 0,    nil,
NLF High Morale,          20, 0,    nil,
Angkor Wat,               20, 0,    nil,
Imp. Swift Boat Engines,  60, 0,    NP, 
x,                         0, 0,    no, 
Lumbini Temple,           20, 0,    nil,
McNamara Line,            60, 0,    X2, 
Westpoint Academy,        20, 0,    nil,
Imp. US Home Industry,    20, 0,    nil,
x,                         0, 0,    no, 
US Chaplain's Corps,      20, 0,    nil,
NVN Science Drive,        20, 0,    nil,
Imp. Fleet Engines,       60, 0,    NP, 
Hanoi Martial Law,        20, 0,    nil,
x,                         0, 0,    no, 
Society of Jesus,         60, 0,    Mys,
US Military Reseach,      20, 0,    nil,
Marxist Economic Reform,  20, 0,    nil,
x,                         0, 0,    no, 
x,                         0, 0,    no, 
x,                         0, 0,    no, 
Security Network,         60, 0,    The,
x,                         0, 0,    no, 
x,                         0, 0,    no, 
x,                         0, 0,    no, 
x,                         0, 0,    no, 
x,                         0, 0,    no, 
NLF Imminent Victory,      0, 0,    X1, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Mekong Delta Bounty
nil,        ; NLF High Morale
nil,        ; Angkor Wat
nil,        ; Imp. Swift Boat Engines
no,         ; x
nil,        ; Lumbini Temple
nil,        ; McNamara Line
nil,        ; Westpoint Academy
nil,        ; Imp. US Home Industry
no,         ; x
nil,        ; US Chaplain's Corps
nil,        ; NVN Science Drive
nil,        ; Imp. Fleet Engines
nil,        ; Hanoi Martial Law
no,         ; x
nil,        ; Society of Jesus
nil,        ; US Military Reseach
nil,        ; Marxist Economic Reform
no,         ; x
no,         ; x
no,         ; x
nil,        ; Security Network
no,         ; x
no,         ; x
no,         ; x
no,         ; x
no,         ; x
nil,        ; NLF Imminent Victory


;
;    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
Refugees,     Exp, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, nil, 000000000000000
US Engineers, nil, 0,  3.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
US Strike Frce,nil, 0,  3.,0,  8a,3d,  2h,1f,  5,0,  0, Ato, 000000100000000
US Gen Infntry,nil, 0,  2.,0,  5a,4d,  2h,1f,  4,0,  1, Bro, 000000100000000
US Recruits,  nil, 0,  2.,0,  3a,4d,  2h,1f,  3,0,  1, War, 000000100000000
US Grn Berets,nil, 0,  2.,0,  9a,2d,  2h,1f,  7,0,  0, Iro, 000001100000011
US Marines,   nil, 0,  2.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000100000100
ANZUS Volntrs,nil, 0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Gun, 000000000000000
SK Volunteers,nil, 0,  2.,0,  3a,4d,  2h,1f,  4,0,  1, Gun, 000000000000000
Resistors,    nil, 0,  2.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Laotn Militia,nil, 0,  2.,0,  3a,2d,  2h,1f,  3,0,  1, Tac, 000001000000000
Cambdn Militia,nil, 0,  2.,0,  2a,3d,  2h,1f,  3,0,  1, Csc, 000001000000000
Taiwnse Vlntrs,nil, 0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Gun, 000000000000000
Chnse Infantry,nil, 0,  2.,0,  3a,3d,  2h,1f,  3,0,  1, Cmp, 000000000000000
VC Militia,   nil, 0,  2.,0,  6a,3d,  2h,1f,  4,0,  0, Lab, 000001000000011
Soviet Volntrs,nil, 0,  2.,0,  5a,4d,  2h,1f,  4,0,  1, Hor, 000000000000000
ARVN Strk Frce,nil, 0,  3.,0,  6a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
NVA Armor,    nil, 0,  4.,0,  9a,3d,  3h,1f,  9,0,  0, Stl, 000000000000000
ARVN Recruits,nil, 0,  2.,0,  3a,3d,  2h,1f,  3,0,  1, NF,  000000000000000
ARVN Infantry,nil, 0,  2.,0,  3a,4d,  2h,1f,  4,0,  1, Chi, 000000000000000
ARVN APC,     nil, 0,  4.,0,  4a,5d,  3h,1f,  7,0,  1, Ldr, 000000000000000
US APC,       nil, 0,  5.,0,  6a,6d,  3h,1f,  5,0,  1, SFl, 000000000000000
ARVN Armor,   nil, 0,  4.,0,  8a,4d,  3h,1f,  8,0,  0, Mob, 000000000000000
NV Air Defense,X4,  0,  0.,0,  2a,4d,  2h,1f,  4,0,  1, Mat, 010000000010000
VC Mortar,    nil, 0,  2.,0,  8a,1d,  2h,1f,  4,0,  0, Met, 000001000000011
NVA Artillery,nil, 0,  2.,0, 10a,1d,  2h,2f,  5,0,  0, Too, 000001000000000
US Artillery, nil, 0,  3.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
VC Strike Frce,nil, 0,  3.,0,  8a,2d,  2h,1f,  5,0,  0, Fli, 000001000000011
VC Recruits,  nil, 0,  2.,0,  3a,3d,  2h,1f,  3,0,  1, AFl, 000001000000011
Thai Infantry,nil, 0,  2.,0,  3a,4d,  2h,1f,  4,0,  1, Che, 000000000000000
NVA Militia,  nil, 0,  2.,0,  4a,3d,  2h,1f,  4,0,  1, Sth, 000001000000010
NVA Strke Frce,nil, 0,  3.,0,  7a,2d,  2h,1f,  5,0,  0, Sth, 000001000000010
NVA Recruits, nil, 0,  2.,0,  3a,3d,  2h,1f,  3,0,  1, Map, 000001000000010
NV MiG-21,    nil, 1, 12.,1,  4a,3d,  2h,2f,  6,0,  3, Pla, 000000000010001
US UH-1 Huey, nil, 1,  7.,0,  8a,2d,  2h,2f,  5,0,  0, CA,  000000000000001
ARVN Rangers, nil, 0,  3.,0,  8a,2d,  2h,1f,  6,0,  0, Mag, 000001000000010
US F-5 Tiger, nil, 1, 14.,1,  6a,4d,  2h,2f,  9,0,  3, SE,  000000000010001
US A-6 Intrdr,nil, 1, 12.,2,  9a,1d,  2h,2f, 10,0,  0, E1,  000000000000001
US Transport, nil, 2,  8.,0,  0a,3d,  3h,1f,  5,8,  4, Nav, 000000000000000
US Cruiser,   nil, 2,  8.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 010000000000001
US Carrier,   nil, 2,  7.,0,  1a,9d,  4h,2f, 16,0,  2, Eng, 000000010000001
US F-4E Phntm,nil, 1, 14.,1,  4a,3d,  2h,2f,  8,0,  3, Cmb, 000000000010001
Soviet MiG-25,nil, 1, 15.,1,  8a,4d,  2h,2f, 12,0,  3, Hor, 000000000010001
US B-52,      nil, 1, 15.,6, 22a,7d,  3h,3f, 16,0,  0, Inv, 000000000000001
US F111 Ardvrk,nil, 1, 15.,1,  8a,4d,  2h,2f, 12,0,  3, SE,  000000000010001
Thai Transport,nil, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Gun, 000000000000000
US UH-40 Cobra,nil, 1,  9.,0, 10a,3d,  2h,2f,  6,0,  0, CA,  000000000000001
NV Infiltrator,X5,  0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000001000000011
NV MiG-15,    nil, 1, 10.,1,  3a,2d,  2h,2f,  5,0,  3, Pla, 000000000010001
NV J-5,       nil, 1,  8.,1,  2a,1d,  1h,2f,  4,0,  3, Pla, 000000000010001
NV Tu-6,      nil, 1,  6.,2,  7a,1d,  2h,2f,  8,0,  0, Pla, 000000000000001
Freight Truck,X6,  0,  4.,0,  0a,0d,  2h,2f,  5,0,  7, Cor, 000000000000010
Port Infantry,nil, 0,  0.,0,  3a,4d,  2h,1f,  4,0,  1, X7,  000000000000000
USS Jersey,   nil, 2,  7.,0, 12a,12d, 4h,2f, 16,0,  2, Fun, 000000000000001
NVA Mot Inf,  nil, 0,  4.,0,  6a,2d,  3h,1f,  5,0,  0, Stl, 000000000000000
SV Police,    nil, 0,  0.,0,  1a,3d,  1h,1f,  3,0,  6, NF,  000000000000000
US SOG,       nil, 0,  3.,0,  0a,3d,  2h,1f,  3,0,  0, Bro, 000001000000010
VC Gunboat,   nil, 2,  2.,0,  3a,1d,  2h,1f,  4,2,  2, Whe, 000000000100000
US Swift Boat,nil, 2,  3.,0,  4a,2d,  2h,1f,  4,2,  2, PT,  000000000100000
Soviet Embassy,nil, 0,  0.,0,  0a,2d,  2h,1f,  4,0,  1, Hor, 000000000000000
x,            no,  0,  0.,0,  0a,0d,  0h,0f,  1,0,  0, no,  000000000000000
x,            no,  0,  0.,0,  0a,0d,  0h,0f,  1,0,  0, 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
Deforestation,1,2,  1,0,0,   yes, 1, 5, 5,   no,  0, 0,  0,  Pln,   ; Drt
Open Range, 1,2,  1,1,0,   yes, 1, 5, 1,   no,  0, 0,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0, 0,  0,  no,    ; Grs
Bush,       2,3,  1,2,0,   Drt, 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
Ridge,      3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Mekong Delta,1,2,  3,1,1,   yes, 1,10, 1,   no,  0, 0,  0,  Pln,   ; Tun
Tonkin Lowland,1,2,  2,0,1,   yes, 1, 5, 1,   no,  0, 0,  0,  Pln,   ; Gla
Bog,        2,3,  1,0,0,   Drt, 0,15, 6,   no,  0, 0,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Drt, 0,15, 6,   no,  0, 0,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
x,          1,2,  1,0,0,
Deer,       1,2,  2,2,0,
Grassland,  1,2,  2,1,0,
Tropical Birds,2,3,  3,2,2,
Quarry,     2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Rice,       1,2,  5,0,1,
Lumber,     1,2,  2,2,1,
Dung,       2,3,  1,2,0,
Sugarcane,  2,3,  1,0,4,
Crab,       1,2,  3,0,2,
x,          1,2,  1,0,0,
Rice,       1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Bamboo,     2,3,  1,4,0,
Flowers,    2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Rice,       1,2,  5,0,1,
Sea Mammals,1,2,  4,1,3,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Oysters,    1,2,  1,0,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Militarism,     General,     General
Dictatorship,   Prime Minister,Prime Minister
Communism,      Chairman,    Chairperson
Fundamentalism, High Priest, High Priestess
Republic,       President,   President
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, 0, Romans,      Roman,       0, -1,  0,
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, 3, Americans,   American,   -1, -1,  0,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 1, Indians,     Indian,     -1, -1,  0,,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
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, 1, Aztecs,      Aztec,      -1, -1,  0,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 2, English,     English,     1,  1, -1,
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, 0, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


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


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













