;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
20      ; # 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)
7       ; City size for first unhappiness at Chieftain level
15      ; Riot factor based on # cities (higher factor lessens the effect)
5       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
50      ; Base time for engineers to transform terrain (x2)
8       ; Monarchy  pays support for all units past this
8       ; Communism pays support for all units past this
5       ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
70      ; Fundamentalism loses this % of science
30      ; 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
Ammonites,          0,-2,  no,  no,  0, 2    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Moabites,           3,-2,  no,  no,  3, 2    ; Amp
War Production,     5, 0,  Che, FP,  0, 0    ; Ast
Phoenicians,        4,-1,  no,  no,  0, 2    ; Ato
Edomites,           6,-1,  no,  no,  2, 2    ; Aut
Philistines,        4, 1,  no,  no,  0, 2    ; Ban
Bridge Building,    5, 0,  Cst, Feu, 0, 4    ; Bri
Caananites,         6,-1,  no,  no,  0, 2    ; Bro
Barter,             5, 0,  nil, nil, 0, 1    ; Cer
Organized Warfare,  5,-1,  nil, nil, 0, 0    ; Che
Not Used,           4,-2,  no,  no,  1, 0    ; Chi
Hammurabi Code,     4, 1,  Alp, nil, 0, 2    ; CoL
Support for Zobah,  6,-1,  Hor, Iro, 0, 0    ; CA 
National Trade,     5, 1,  Cer, Eng, 0, 1    ; Cmb
Empire,             5, 0,  MP,  Iro, 0, 2    ; Cmn
Literacy,           4, 1,  Alp, CoL, 0, 3    ; Cmp
Improved Roads,     5, 0,  Cmb, Cst, 0, 1    ; Csc
Construction,       4, 0,  Mag, Mon, 0, 4    ; Cst
Sea Trade,          4, 0,  Tra, Nav, 0, 1    ; Cor
United Monarchy,    5, 1,  Mon, Che, 0, 0    ; Cur
Alliance,           5, 1,  Lab, Tra, 0, 2    ; Dem
Public Debate,      4, 1,  Iro, nil, 0, 2    ; Eco
Water Access,       4, 0,  Eng, Mag, 0, 4    ; E1 
Baal Worship,       4, 1,  PT,  Phy, 0, 2    ; E2 
Food Surplus,       4, 0,  nil, nil, 0, 4    ; Eng
Government Funding, 5, 1,  Csc, Cur, 0, 1    ; Env
Water Title,        4, 1,  Fli, Cst, 0, 4    ; Esp
Amalekites,         5, 0,  no,  no,  0, 2    ; Exp
Iron Working,       6,-1,  nil, nil, 0, 4    ; Feu
City Waste Plan,    4, 0,  FP,  nil, 0, 4    ; Fli
Tribal Leadership,  4,-2,  no,  no,  0, 2    ; Fun
Iron Smelting,      4, 0,  Feu, Cmb, 0, 4    ; FP 
Health Awareness,   3, 2,  Rfg, Eco, 0, 4    ; Gen
Popular Support,    5, 0,  Cur, Bri, 0, 0    ; Gue
Not Used,           8,-2,  no,  no,  1, 0    ; Gun
Naharaim Pledge,    4,-1,  Phy, no,  0, 0    ; Hor
Aramaeans,          6, 0,  no,  no,  2, 2    ; Ind
Not Used,           6, 0,  no,  no,  1, 4    ; Inv
National Identity,  5, 1,  Gue, Tra, 0, 2    ; Iro
Power Sharing,      4, 0,  Rep, nil, 3, 2    ; Lab
National Relgion,   5, 0,  E2,  Iro, 0, 2    ; Las
Harness the Sun,    5,-1,  E2,  Iro, 0, 2    ; Ldr
Ark of Jehovah,     5, 0,  Too, Mys, 0, 2    ; Lit
Law of Moses,       0, 0,  Pot, Pla, 0, 3    ; Too
Masonry,            4,-1,  nil, nil, 1, 4    ; Mag
Foreign Relations,  6,-1,  Iro, Tra, 0, 2    ; Map
Moab and Ammon,     4, 1,  no,  no,  0, 2    ; Mas
United Israel,      5, 0,  Lit, Mat, 0, 2    ; MP 
Sauls House Joins,  4,-1,  Met, Too, 0, 2    ; Mat
Aramaean Language,  0, 0,  Phy, no,  0, 3    ; Med
David Anointed,     0, 0,  Pot, Pla, 1, 2    ; Met
Not Used,           4, 1,  no,  no,  3, 4    ; Min
Not Used,           8,-1,  no,  no,  3, 0    ; Mob
Kingdom,            5, 1,  Cmp, CoL, 0, 2    ; Mon
Monotheistic Belief,5, 1,  nil, nil, 1, 2    ; MT 
Priesthood,         4, 0,  nil, The, 0, 2    ; Mys
Naval Warfare,      3,-1,  Sea, Che, 0, 0    ; Nav
Not Used,           6,-2,  no,  no,  3, 3    ; NF 
Not Used,           3, 0,  no,  no,  3, 3    ; NP 
Jerusalem Falls,    0, 0,  Met, Pla, 1, 0    ; Phi
Middle East,        0, 0,  E2,  PT,  1, 2    ; Phy
Yahweh,             0, 0,  Pot, Plu, 3, 2    ; Pla
Israeli,            0, 0,  Pla, Pot, 1, 2    ; Plu
Polytheism,         0, 0,  Phy, E2,  0, 2    ; PT 
YHWH,               0, 0,  Plu, Pla, 0, 2    ; Pot
Not Used,           5,-1,  no,  no,  3, 4    ; Rad
Not Used,           6, 0,  no,  no,  2, 1    ; RR 
Egyptian Influence, 0, 0,  Phy, nil, 0, 0    ; Rec
Sea Domination,     0, 2,  Phy, no,  2, 0    ; Ref
Crop Rotation,      4, 3,  Esp, Env, 0, 4    ; Rfg
Confederation,      5, 2,  Map, Tra, 0, 2    ; Rep
Trade With the East,3, 1,  Phy, no,  3, 1    ; Rob
Ishmaels secrets,   3, 2,  PT,  nil, 0, 3    ; Roc
Child Sacrifice,    2, 0,  PT,  no,  0, 2    ; San
The Sail,           4, 1,  nil, nil, 0, 4    ; Sea
Not Used,           4, 1,  no,  no,  3, 3    ; SFl
Establish Colonies, 3, 3,  Ref, Nav, 0, 1    ; Sth
Military Training,  4,-2,  Phy, no,  0, 0    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Organized Religion, 3, 2,  MT,  nil, 1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Government Trade,   4, 2,  Cur, Env, 0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  Dem, Cor, 3, 3    ; FT 
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,                    9, 3,    Mon,
NOT USED,                  4, 1,    no, 
Granary,                   5, 1,    Eng,
Burial Tombs,              4, 1,    MT, 
MarketPlace,               3, 0,    Cer,
School,                    4, 1,    Alp,
Judgment Hall,             4, 1,    CoL,
City Walls,               12, 2,    Cst,
Spring Fed Well,           5, 1,    E1, 
Trade Investment,          4, 1,    Cmb,
Synagogue,                 4, 1,    Too,
Library,                   6, 2,    Cmp,
Bathing Pools,             6, 2,    Gen,
Temple,                    6, 2,    PT, 
Iron Smith,                3, 1,    Feu,
Iron Smelter,              6, 2,    FP, 
NOT USED,                 20, 4,    no, 
City Dump,                 3, 1,    Fli,
Weapon Smith,              5, 4,    Ast,
Slave Labor,               8, 3,    Cur,
NOT USED,                 16, 2,    no, 
State Treasury,            4, 1,    Env,
Sewer System,              7, 3,    Esp,
Crop rotation,             5, 2,    Rfg,
Trade access,              5, 1,    Csc,
Scribe`s Forum,            7, 3,    Eco,
Not Used,                 10, 2,    no, 
Coastal Garrison,          5, 1,    Nav,
NOT USED,                 32, 4,    no, 
Fishing Harbor,            5, 0,    Sea,
Trade Harbor,              7, 3,    Cor,
NOT USED,                 16, 3,    no, 
Garrison,                  4, 1,    Che,
NOT USED,                  8, 3,    no, 
NOT USED,                  8, 0,    no, 
NOT USED,                 16, 0,    no, 
NOT USED,                 32, 0,    no, 
Taxation,                 60, 0,    Mon,
Pyramids,                 20, 0,    no, 
Ark Of The Covenant,      20, 0,    Lit,
Trade Empire,             20, 0,    Rob,
Great Fleet,              25, 0,    Ref,
Not Used,                 30, 0,    no, 
Moloch,                   30, 0,    San,
Great Wall,               30, 0,    no, 
The Philistine Military,  20, 0,    SE, 
Cedars Of Lebanon,        30, 0,    Ref,
Aramaean Language,        20, 0,    Med,
Tribute To Baal,          50, 0,    E2, 
Men Of The East,          20, 0,    Roc,
Expert Shipbuilding,      15, 0,    no, 
Dagon`s Temple,           30, 0,    PT, 
Not Used,                 40, 0,    no, 
National Religion,        50, 0,    Las,
The Scripture,            15, 0,    Too,
Phoenician Trade Empire,  50, 0,    Sth,
National Identity,        35, 0,    Iro,
Uniting Of The Tribes,    60, 0,    Lab,
Pact W/ Egypt,            10, 0,    Rec,
The Power Of Damascus,    40, 0,    CA, 
Unified Nation,           50, 0,    MP, 
Yahweh,                   60, 0,    Pot,
Ashtoreth,                20, 0,    PT, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Temple Of The Sun,        40, 0,    Ldr,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Ark Of The Covenant
nil,        ; Trade Empire
nil,        ; Great Fleet
E1,         ; Not Used
nil,        ; Moloch
Met,        ; Great Wall
nil,        ; The Philistine Military
nil,        ; Cedars Of Lebanon
nil,        ; Aramaean Language
nil,        ; Tribute To Baal
nil,        ; Men Of The East
nil,        ; Expert Shipbuilding
nil,        ; Dagon`s Temple
Aut,        ; Not Used
nil,        ; National Religion
nil,        ; The Scripture
nil,        ; Phoenician Trade Empire
nil,        ; National Identity
nil,        ; Uniting Of The Tribes
nil,        ; Pact W/ Egypt
nil,        ; The Power Of Damascus
nil,        ; Unified Nation
Alp,        ; Yahweh
Iro,        ; Ashtoreth
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Temple Of The Sun


;
;    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
Settlers,     nil, 0,  5.,0,  0a,2d,  2h,1f,  6,0,  5, nil, 000000000000000
Edom-Spear,   nil, 0,  8.,0,  4a,5d,  2h,1f,  6,0,  1, Aut, 000000000000000
Can-Spear,    nil, 0,  8.,0,  4a,5d,  2h,1f,  6,0,  1, Bro, 000000000000000
Phn-Spear,    nil, 0,  8.,0,  4a,5d,  2h,1f,  6,0,  1, Ato, 000000000000000
Phn-Sword,    nil, 0,  8.,0,  6a,3d,  2h,1f,  6,0,  0, Ato, 000000000000000
Phn-Archer,   nil, 0,  9.,0,  4a,5d,  1h,2f,  6,0,  1, Ato, 000000000000000
Hiram,        Phy, 0, 10.,0,  7a,8d,  3h,2f, 10,0,  1, Ato, 000000000000001
Ama-Sword,    nil, 0,  8.,0,  5a,3d,  2h,1f,  6,0,  0, Exp, 000000000000000
Ama-Spear,    nil, 0,  8.,0,  3a,5d,  2h,1f,  6,0,  1, Exp, 000000000000000
Militia,      nil, 0,  7.,0,  2a,4d,  2h,1f,  4,0,  1, Gue, 000000000000000
Edom-Elite,   nil, 0,  9.,0,  6a,5d,  2h,1f,  7,0,  0, Aut, 000000000000000
Phi-Chariot,  nil, 0, 10.,0,  7a,2d,  1h,2f,  7,0,  0, Ban, 000000000000000
M&A-Archer,   nil, 0,  8.,0,  4a,5d,  1h,2f,  6,0,  1, Mas, 000000000000000
Nahar-Sword,  nil, 0,  8.,0,  6a,3d,  2h,1f,  6,0,  0, CA,  000000000000000
Hadadezer,    Phy, 0, 10.,0,  7a,8d,  3h,2f, 10,0,  1, Ind, 000000000000001
Joab,         Plu, 0, 10.,0,  7a,8d,  3h,2f, 10,0,  1, Phi, 000000000000001
Phn-Chariot,  nil, 0, 10.,0,  7a,2d,  1h,2f,  7,0,  0, Ato, 000000000000000
Edom-Chariot, nil, 0, 10.,0,  7a,2d,  1h,2f,  7,0,  0, Aut, 000000000000000
Isr-Chariot,  nil, 0, 10.,0,  7a,2d,  1h,2f,  7,0,  0, MP,  000000000000000
Ama-Raider,   nil, 0,  9.,0,  5a,2d,  2h,1f,  6,0,  0, Exp, 000000000000000
M&A-Chariot,  nil, 0, 10.,0,  7a,2d,  1h,2f,  7,0,  0, Mas, 000000000000000
M&A-Horse,    nil, 0, 15.,0,  6a,3d,  2h,1f,  7,0,  0, Mas, 000000000000001
M&A-Slinger,  nil, 0, 10.,0,  4a,3d,  1h,2f,  5,0,  0, Mas, 000000000000000
David,        Pot, 0, 10.,0,  8a,10d, 3h,2f, 10,0,  1, Met, 000000000000001
Edom-Slinger, nil, 0, 10.,0,  4a,3d,  1h,2f,  5,0,  0, Aut, 000000000000000
SiegeInfantry,nil, 0,  6.,0,  6a,3d,  1h,2f,  8,0,  0, nil, 000000001000000
Ram,          nil, 0,  6.,0,  9a,0d,  1h,1f,  7,0,  0, nil, 000000001000000
Phn-Horse,    nil, 0, 15.,1,  6a,3d,  2h,1f,  7,0,  0, Ato, 000000000000001
Edom- Horse,  nil, 0, 15.,0,  6a,3d,  2h,1f,  7,0,  0, Aut, 000000000000001
Phi-Elite,    nil, 0,  9.,0,  6a,5d,  2h,1f,  7,0,  0, Ban, 000000000000000
Phi-Sword,    nil, 0,  8.,1,  6a,3d,  2h,1f,  6,0,  0, Ban, 000000000000000
Achish,       Phy, 0, 10.,2,  7a,9d,  3h,2f, 10,0,  1, Ban, 000000000000001
Phi-Archer,   nil, 0,  8.,0,  4a,5d,  1h,2f,  6,2,  1, Ban, 000000000000000
Transport,    nil, 2, 20.,0,  2a,3d,  3h,1f,  7,3,  4, Nav, 000000000000000
Light Sail,   nil, 2, 20.,0,  0a,2d,  2h,1f,  4,1,  4, Sea, 000000000000000
Warship,      nil, 2, 15.,0,  5a,4d,  3h,1f,  7,0,  2, Nav, 000000000000000
Hadad,        Phy, 0, 10.,0,  7a,8d,  3h,2f, 10,0,  1, Aut, 000000000000001
Judah-Spear,  nil, 0,  9.,0,  3a,4d,  2h,1f,  5,0,  1, Met, 000000000000000
Isr-Sword,    nil, 0,  8.,0,  6a,3d,  2h,1f,  6,0,  0, MP,  000000000000000
Benj-Slinger, nil, 0, 10.,0,  5a,2d,  1h,2f,  5,0,  0, Mat, 000000000000000
Benj-Spear,   nil, 0,  8.,0,  4a,5d,  2h,1f,  6,0,  1, Mat, 000000000000000
Isr-Archer,   nil, 0,  8.,0,  4a,5d,  1h,2f,  6,0,  1, MP,  000000000000000
Isr-Horse,    nil, 0, 15.,0,  6a,3d,  2h,1f,  7,0,  0, MP,  000000000000001
Can-Sword,    nil, 0,  8.,0,  6a,3d,  2h,1f,  6,0,  0, Bro, 000000000000000
Phn-Slinger,  nil, 0, 10.,1,  4a,3d,  1h,2f,  5,0,  0, Ato, 000000000000000
Judah-Sword,  nil, 0,  8.,1,  6a,5d,  2h,1f,  7,0,  0, Met, 000000000000000
Zobah-Spear,  nil, 0,  8.,0,  4a,5d,  2h,1f,  6,0,  1, Ind, 000000000000000
M&A Spear,    nil, 0,  8.,0,  4a,5d,  2h,1f,  6,0,  1, Mas, 000000000000000
Edom-Archer,  nil, 0,  8.,0,  4a,5d,  1h,2f,  6,0,  1, Aut, 000000000000000
Phi-Spear,    nil, 0,  8.,0,  4a,5d,  2h,1f,  6,0,  1, Ban, 000000000000000
Zobah-Sword,  nil, 0,  8.,0,  5a,4d,  2h,1f,  6,0,  0, Ind, 000000000000000
Diplomat,     nil, 0, 12.,0,  0a,1d,  1h,1f,  8,0,  6, Map, 000000000000010
Caravan,      nil, 0, 10.,0,  0a,1d,  1h,1f,  9,1,  7, Tra, 000000000000010
Isr-Skir,     nil, 0, 10.,4,  4a,3d,  2h,1f,  5,0,  0, MP,  000000000000000
M&A-Foot,     nil, 0,  8.,0,  6a,3d,  2h,1f,  6,0,  0, Mas, 000000000000000
Aram-Chariot, nil, 0, 10.,0,  7a,2d,  1h,2f,  7,0,  0, Ind, 000000000000000
Aram-Horse,   nil, 0, 15.,0,  6a,3d,  2h,1f,  7,0,  0, Ind, 000000000000001
Hanun,        Phy, 0, 10.,0,  7a,8d,  3h,2f, 10,0,  1, AFl, 000000000000000
Mesha,        Phy, 0, 10.,0,  7a,8d,  3h,2f, 10,0,  1, Amp, 000000000000000
Jud-Slinger,  nil, 0, 10.,0,  4a,3d,  1h,2f,  5,0,  0, Met, 000000000000000
Phi-Horse,    nil, 0, 15.,0,  6a,3d,  2h,1f,  7,0,  0, Ban, 000000000000001
Aram-Skir,    nil, 0, 10.,0,  4a,3d,  2h,1f,  5,0,  0, Ind, 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 Kingdom
;        3 Empire
;        4 Tribe
;        5 Confederation
;        6 Allies
;
@TERRAIN
Desert,     1,2,  0,2,0,   yes, 1,12, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,2,0,   yes, 2,12, 1,   no,  0,15,  0,  Pln,   ; Pln
Grassland,  1,2,  2,2,0,   yes, 2,12, 1,   no,  0,10,  0,  Grs,   ; Grs
Forest,     2,2,  1,3,0,   no,  0,18, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,3,  1,1,0,   yes, 2,18, 1,   yes, 3,24,  1,  Hil,   ; Hil
Mountains,  3,4,  0,2,0,   no,  1,10, 0,   yes, 5,36,  2,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,12, 2,   no,  0, 0,  0,  Pln,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 3,   Pln, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Sheep,      1,2,  3,2,3,
Grassland,  1,2,  2,1,0,
Pheasant,   2,2,  3,2,0,
Wine,       2,3,  2,2,3,
Gold,       3,4,  0,2,8,
Game,       1,2,  3,2,1,
Seals,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,1,2,
Desert Oil, 1,2,  0,5,5,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,2,
Wine,       2,3,  2,2,4,
Iron,       3,4,  0,6,0,
Furs,       1,2,  2,2,3,
Glacier Oil,2,2,  0,4,3,
Spice,      2,3,  2,1,6,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,3,3,



@GOVERNMENTS
Anarchy,        Regent,      Ms.
Despotism,      King,        Queen
Kingdom,        King,        Queen
Empire,         Great King,  Comrade
Tribe,          King,        High Priestess
Confederation,  Great King,  Consul
Allies,         Great King,  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
Achish,       Dagon,               0, 1, 2, Philistine,  Philistine,  1,  1, -1,
Hammurabi,    Ishtar,              0, 2, 0, Babylonian,  Babylonians, 0,  1,  1,     1, Lugal, Lugalli
Tushratta,    Tatu-Hepa,           0, 3, 0, Mitanni,     Mitanni,     1,  1,  0,
Mesha,        Baal Peor,           0, 4, 0, Moabites,    Moab,        0, -1,  0,
Cyaxares,     Roxana,              0, 5, 3, Mede,        Medes,       1,  1, -1,     3, Great King, Great Queen
Agamemnon,    Clytemnestra,        0, 6, 1, Greek,       Greeks,      1,  1,  0,     3, Emperor, Empress, 6, Citizen, Citizen
Ashboth,      Molech,              0, 7, 2, Caananite,   Caananite,   0,  1,  1,
Midas,        Medea,               0, 1, 0, Phrygian,    Phrygians,   1,  1, -1,
Hadad,        Baal,                0, 2, 0, Edomites,    Edom,        0,  1,  0,
Odaenathus,   Zenobia,             1, 3, 0, Aramaean,    Aramaeans,   1,  1,  0,     4, High Priest, High Priestess
Kashta,       Amenirdis,           0, 4, 0, Kush,        Kushite,     0,  1,  1,     2, Pharaoh, Pharaoh, 3, Great Pharaoh, Great Pharaoh
Arsaces I,    Jazmin,              0, 5, 3, Parthian,    Parthians,  -1,  1,  1,     2, Sultan, Sultana, 3, Great Sultan, Great Sultana
Caesar,       Livia,               0, 6, 1, Roman,       Romans,      1,  1, -1,     2, Dictator, Dictator, 3, Imperator, Imperatrix
Hanun,        Moloch,              0, 7, 0, Ammonites,   Ammon,       1,  0, -1,
Croesus,      Hurri,               0, 1, 0, Hurrian,     Hurrians,    0,  1,  1,
Naram-Sin,    Inanna,              0, 2, 0, Sumerian,    Sumerians,   0,  1,  1,     1, Lugal, Lugalli
David,        YHWH,                0, 3, 0, Israelites,  Israel,      1,  1,  0,
Piankhi,      Sheba,               0, 4, 0, Nubian,      Nubians,     0,  1, -1,     2, Pharaoh, Pharaoh, 3, Great Pharaoh, Great Pharaoh
Hadadezer,    Baal,                0, 5, 0, Syrians,     Aram,        1,  1, -1,
Hiram,        Ashtoreth,           0, 6, 0, Phoenician,  Phoenicia,  -1, -1,  1,     3, Emperor, Empress
Hannibal,     Dido,                0, 7, 2, Carthaginian,Carthaginians, 0,  1, -1,  3, Emperor, Empress


;
;   Trading Commodities
;
@CARAVAN
Gold,
Ivory,
Pottery,
Cloth,
Animals,
Slaves,
Gems,
Dye,
Weapons,
Bronze,
Silver,
Wood,
Bronze,
Wood,
Bronze,
Wood,


@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













