;
;   CIVILIZATION GAME DATA 8/6/98
;   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.
;   All values entered in rules.txt are bounded by +/-127. 
;   However, this does not mean that all numbers within this 
;   range will work properly, for example, unit costs must 
;   not exceed 17.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
16      ; # 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)
10      ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
14      ; Sewer System needed to exceed this size
1       ; Tech paradigm (higher # slows research)
0       ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this (max 8)
3       ; Communism pays support for all units past this (max 8)
8       ; Fundamentalism pays support for all units past this (max 8)
1       ; Communism is equivalent of this palace distance.
80      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
2       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
2000000	; Value of each citizen to the Civilization Score.
2500000	; Value of each wonder to the Civilization Score.
0	; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success) 
0	; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile. 
0       ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
0	; Value to the Civilization Score of each future tech researched.
0	; Penalty assessed to Civilization Score each time player betrays another race.
-2	; Cost to Civilization Score (+ or -) for each unit destroyed.
11110111	; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0       ; Helicopters pick up huts 0=no 1=yes

;
;   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
;
;                         ai,modf,T1,  T2, ep,cat,    id - abbr
@CIVILIZE
Nature Tech,               4,-2,  no,  no,  0, 3    ; 00 - AFl
-Alp,                      5, 1,  no,  no,  3, 4    ; 01 - Alp (doubles literacy output)
Egyptian Recruitment 2,    3,-2,  CoL, nil, 2, 0    ; 02 - Amp
British Troops 1,          4, 1,  CoL, nil, 1, 0    ; 03 - Ast
British Troops 2,          4,-1,  Feu, Ast, 1, 0    ; 04 - Ato
-Aut,                      6,-1,  no,  no,  3, 4    ; 05 - Aut (increase pollution, city&people look to modern)
Soudanese Irregulars,      4, 1,  Ast, nil, 3, 0    ; 06 - Ban
-Bri,                      4, 0,  no,  no,  3, 4    ; 07 - Bri (allows RR Engineers to build bridges)
21st Lancers 2,            6,-1,  Cmb, nil, 1, 1    ; 08 - Bro
-Cer,                      5, 0,  no,  no,  3, 4    ; 09 - Cer (temples make one extra person happy)
Ship Building 1,           5,-1,  Fun, nil, 0, 1    ; 10 - Che
Ship Building 2,           4,-2,  Che, Amp, 0, 1    ; 11 - Chi
Egyptian Recruitment 1,    4, 1,  Fun, nil, 2, 0    ; 12 - CoL
British Troops 3,          5,-1,  Ato, nil, 1, 0    ; 13 - CA 
21st Lancers 1,            5,-1,  Ato, nil, 1, 1    ; 14 - Cmb
-Cmn,                      5, 0,  no,  no,  2, 2    ; 15 - Cmn
Royal Artillery,           4, 1,  Cmb, nil, 2, 1    ; 16 - Cmp
-Csc,                      7,-1,  no,  no,  2, 0    ; 17 - Csc
-Cst,                      4, 0,  no,  no,  3, 4    ; 18 - Cst
-Cor,                      4, 0,  no,  no,  2, 1    ; 19 - Cor
-Cur,                      4, 1,  no,  no,  0, 1    ; 20 - Cur
-Dem,                      5, 1,  no,  no,  2, 2    ; 21 - Dem
-Eco,                      4, 1,  no,  no,  2, 1    ; 22 - Eco
-E1,                       4, 0,  no,  no,  2, 4    ; 23 - E1 
-E2,                       4, 1,  no,  no,  3, 4    ; 24 - E2 
-Eng,                      4, 0,  no,  no,  0, 4    ; 25 - Eng
-Env,                      3, 1,  no,  no,  3, 2    ; 26 - Env
-Esp,                      2,-1,  no,  no,  3, 0    ; 27 - Esp
Rail Engineers 4,          5, 0,  Fli, nil, 0, 0    ; 28 - Exp
Rail Engineers 2,          4,-1,  Fun, nil, 0, 0    ; 29 - Feu
Rail Engineers 3,          4,-1,  Feu, nil, 0, 0    ; 30 - Fli
Rail Engineers 1,          3,-2,  X7,  nil, 0, 0    ; 31 - Fun (schermpje of je revolutie wilt)
Rail Engineers 5,          3, 0,  Exp, nil, 0, 0    ; 32 - FP 
Rail Engineers 6,          3, 2,  FP,  nil, 0, 0    ; 33 - Gen
-Gue,                      4, 1,  no,  no,  3, 0    ; 34 - Gue
-Gun,                      8,-2,  no,  no,  1, 0    ; 35 - Gun
-Hor,                      4,-1,  no,  no,  0, 0    ; 36 - Hor
-Ind,                      6, 0,  no,  no,  3, 4    ; 37 - Ind
-Inv,                      6, 0,  no,  no,  1, 4    ; 38 - Inv
-Iro,                      5,-1,  no,  no,  0, 4    ; 39 - Iro
-Lab,                      4,-1,  no,  no,  3, 2    ; 40 - Lab
-Las,                      4, 0,  no,  no,  3, 3    ; 41 - Las
-Ldr,                      5,-1,  no,  no,  1, 0    ; 42 - Ldr
-Lit,                      5, 2,  no,  no,  3, 4    ; 43 - Lit
-Too,                      4,-2,  no,  no,  2, 4    ; 44 - Too
-Mag,                      4,-1,  no,  no,  3, 4    ; 45 - Mag
-Map,                      6,-1,  no,  no,  3, 4    ; 46 - Map
-Mas,                      4, 1,  no,  no,  3, 4    ; 47 - Mas
-MP,                       5, 0,  no,  no,  3, 4    ; 48 - MP 
-Mat,                      4,-1,  no,  no,  0, 3    ; 49 - Mat
-Med,                      4, 0,  no,  no,  3, 4    ; 50 - Med
-Met,                      6,-2,  no,  no,  1, 0    ; 51 - Met
-Min,                      4, 1,  no,  no,  3, 4    ; 52 - Min
-Mob,                      8,-1,  no,  no,  3, 0    ; 53 - Mob
-Mon,                      5, 1,  no,  no,  0, 2    ; 54 - Mon
-MT,                       5, 1,  no,  no,  3, 4    ; 55 - MT 
-Mys,                      4, 0,  no,  no,  3, 4    ; 56 - Mys
-Nav,                      6,-1,  no,  no,  1, 1    ; 57 - Nav
-NF,                       6,-2,  no,  no,  3, 4    ; 58 - NF 
-NP,                       3, 0,  no,  no,  3, 4    ; 59 - NP 
attack on Suakin,          9, 1,  no,  no,  0, 2    ; 60 - Phi
-Phy,                      4,-1,  no,  no,  1, 3    ; 61 - Phy
-Pla,                      4, 1,  no,  no,  3, 4    ; 62 - Pla
-Plu,                      4, 0,  no,  no,  1, 4    ; 63 - Plu
-PT,                       4, 0,  no,  no,  0, 2    ; 64 - PT 
-Pot,                      4, 1,  no,  no,  0, 1    ; 65 - Pot
-Rad,                      5,-1,  no,  no,  3, 4    ; 66 - Rad
-RR,                       6, 0,  no,  no,  2, 1    ; 67 - RR 
-Rec,                      2, 1,  no,  no,  3, 2    ; 68 - Rec
-Ref,                      4, 0,  no,  no,  2, 4    ; 69 - Ref
-Rfg,                      3, 1,  no,  no,  3, 1    ; 70 - Rfg
-Rep,                      5, 1,  no,  no,  0, 2    ; 71 - Rep
-Rob,                      5,-2,  no,  no,  3, 0    ; 72 - Rob
-Roc,                      6,-2,  no,  no,  3, 0    ; 73 - Roc
-San,                      4, 2,  no,  no,  2, 1    ; 74 - San
-Sea,                      4, 1,  no,  no,  0, 1    ; 75 - Sea
-SFl,                      4, 1,  no,  no,  3, 3    ; 76 - SFl
-Sth,                      3,-2,  no,  no,  3, 0    ; 77 - Sth
-SE,                       4,-1,  no,  no,  2, 3    ; 78 - SE 
-Stl,                      4,-1,  no,  no,  2, 4    ; 79 - Stl
-Sup,                      4, 1,  no,  no,  3, 3    ; 80 - Sup
-Tac,                      6,-1,  no,  no,  2, 0    ; 81 - Tac
-The,                      3, 2,  no,  no,  3, 4    ; 82 - The
-ToG,                      4, 0,  no,  no,  1, 3    ; 83 - ToG
-Tra,                      4, 2,  no,  no,  3, 4    ; 84 - Tra
-Uni,                      5, 1,  no,  no,  3, 4    ; 85 - Uni
Italian Tech,              4,-1,  no,  no,  1, 2    ; 86 - War
Eth. Tech,                 4,-1,  no,  no,  2, 2    ; 87 - Whe
-Wri,                      4, 2,  no,  no,  3, 4    ; 88 - Wri
no more research,          1, 0,  nil, nil, 3, 3    ; 89 - FT 
-U1,                       3, 0,  no,  no,  0, 2    ; 90 - U1 
Fashoda Incident,          3, 0,  no,  no,  0, 4    ; 91 - U2 
Khartoum,                  3, 0,  no,  no,  1, 4    ; 92 - U3 
European Tech,             3, 0,  no,  no,  2, 3    ; 93 - X1 
-X2,                       3, 0,  no,  no,  2, 4    ; 94 - X2 
-X3,                       3, 0,  no,  no,  0, 2    ; 95 - X3 
-X4,                       3, 0,  no,  no,  0, 2    ; 96 - X4 
French Tech,               3, 0,  no,  no,  3, 2    ; 97 - X5 
Dervish Tech,              3, 0,  no,  no,  0, 3    ; 98 - X6 
British Tech,              3, 0,  no,  no,  1, 3    ; 99 - 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,         ; nothing
Governor's Palace,        10, 0,    nil,         ; Palace
Barracks,                 4,  3,    no,          ; Barracks
Granary,                  6,  1,    no,          ; Granary
Naziriyah,                4,  2,    nil,         ; Temple
Suq,                      8,  1,    no,          ; Marketplace
Khalwa,                   8,  1,    no,          ; Library
Emir's House,             8,  1,    no,          ; Courthouse
Zeriba,                   8,  4,    no,          ; City Walls
Hafr,                     8,  2,    no,          ; Aqueduct
Caravan Road,             12, 3,    no,          ; Bank
Mosque,                   12, 3,    no,          ; Cathedral
-,                        16, 3,    no,          ; University
-,                        16, 4,    no,          ; Mass Transit
Church,                   10, 4,    no,          ; Coloseum
-,                        20, 4,    no,          ; Factory
-,                        32, 6,    no,          ; Manufacturing Plant
-,                        20, 4,    no,          ; SDI Defense
-,                        20, 2,    no,          ; Recycling Centre
-,                        16, 4,    no,          ; Power Plant
-,                        24, 4,    no,          ; Hydro Plant
-,                        16, 2,    no,          ; Nuclear Plant
-,                        16, 4,    no,          ; Stock Exchange
-,                        12, 2,    no,          ; Sewer System
-,                         8, 3,    no,          ; Supermarket
-,                        20, 5,    no,          ; Superhighways
-,                        16, 3,    no,          ; Research Lab
-,                        10, 2,    no,          ; SAM Missile Battery
-,                         8, 1,    no,          ; Coastal Fortress
-,                        32, 4,    no,          ; Solar Plant
Harbour,                  6,  1,    no,          ; Harbor
Fishing Docks,            16, 3,    no,          ; Offshore Platform
-,                        16, 3,    no,          ; Airport
-,                        6,  2,    no,          ; Police Station
-,                        8,  3,    no,          ; Port Facility
-,                        0,  0,    no,          ; Transporter
-,                        8,  0,    no,          ; SS Structural
-,                        16, 0,    no,          ; SS Component
-,                        32, 0,    no,          ; SS Module
(Caravan Financing),      60, 0,    nil,         ; (Capitalisation)
Nubian Pyramids,          20, 0,    nil,         ; Pyramids
Jebel Al-Barkal,          20, 0,    nil,         ; Hanging Gardens
Pharoanic Temples,        20, 0,    nil,         ; Colossus
-,                        20, 0,    no,          ; Lighthouse
-,                        30, 0,    no,          ; Great Library
Legacy of Al-Mahdi al-Muntazar,   30, 0,    nil, ; Oracle
Gunpowder's Superiority,  30, 0,    nil,         ; Great Wall
Gate of the Soudan,       30, 0,    nil,         ; Sun Tzu's War Academy
Islam,                    30, 0,    nil,         ; King Richard's Crusade
Imperialism,              20, 0,    nil,         ; Marco Polo's Embassy
-,                        40, 0,    no,          ; Michelangelo's Chapel
-,                        30, 0,    no,          ; Copernicus' Observatory
Mahdi's Tomb,             40, 0,    nil,         ; Magellan's Expedition
-,                        30, 0,    no,          ; Shakespeare's Theatre
-,                        40, 0,    no,          ; Leonardo's Workshop
-,                        40, 0,    no,          ; JS Bach's Cathedral
-,                        40, 0,    no,          ; Isaac Newton's College
Kitchener's Army,         40, 0,    nil,         ; Adam Smith's Trading Company
-,                        40, 0,    no,          ; Darwin's Voyage
-,                        40, 0,    no,          ; Statue of Liberty
-,                        30, 0,    no,          ; Eiffel Tower
-,                        60, 0,    no,          ; Women's Suffrage
-,                        60, 0,    no,          ; Hoover Dam
-,                        60, 0,    no,          ; Manhattan Project
-,                        60, 0,    no,          ; United Nations
-,                        60, 0,    no,          ; Apollo Program
-,                        60, 0,    no,          ; SETI Program
-,                        60, 0,    no,          ; Cure for Cancer 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
X7,         ; Jebel Al-Barkal
X7,         ; Pharoanic Temples
nil,        ; -
nil,        ; -
X7,         ; Mahdi's legacy
nil,        ; Gunpowder's Superiority
X7,         ; Gate of the Soudan
X7,         ; Islam
X7,         ; Imperialism
nil,        ; -
nil,        ; -
nil,        ; Mahdi's Tomb
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; Kitchener's Army
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; -
nil,        ; -

;
;    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
;
;                                                                Submarines
;                                                                |AEGIS
; 							         ||Missiles
;                                                                |||Fanatics
;                                                                ||||Pikemen
;                                                                |||||Alpine
;                                                                ||||||Paratrooper
;                                                                |||||||Carrier
;                                                                ||||||||Ignore City Walls
;                                                                |||||||||Trireme
;                                                                ||||||||||Fighter
;                                                 X6=De buildable|||||||||||Submarine
;                                      	          X7=Br buildable||||||||||||Amphibious
;                                                 	 X4=pedia|||||||||||||Ignore ZOC
;                                                           \/   ||||||||||||||See 2 Squares
;Name             Until,Dom,mf,rng,af,df,  hp,fp, $$,ho,ro, preq |||||||||||||||
@UNITS
Soudanese Inf. (R),no,  0,  1.,0,  4a,3d,  1h,1f, 12,0,  0, X7,  000000000000010
Rail Engineers,    no,  0,  2.,0,  0a,2d,  2h,1f, 18,0,  5, Exp, 000000000000010
Dervish Infantry,  no,  0,  1.,0,  5a,4d,  1h,1f,  6,0,  1, no,  000000000000010
Arab Riflemen,     no,  0,  1.,0,  4a,4d,  1h,1f,  6,0,  0, X6,  000000000000010
Egyptian Inf.,     no,  0,  1.,0,  4a,3d,  1h,1f, 18,0,  0, X4,  000000000000010
Nubians,           no,  0,  1.,0,  3a,3d,  1h,1f,  4,0,  1, X6,  000000000000010
Dervish Riflemen,  no,  0,  1.,0,  4a,4d,  1h,1f,  6,0,  0, X6,  000000000000010
Beja Infantry,     no,  0,  1.,0,  3a,3d,  1h,1f,  6,0,  1, X6,  000000000000010
Dinka Spearmen,    no,  0,  1.,0,  3a,2d,  1h,1f,  2,0,  1, X6,  000000000000010
Indian Inf.,       no,  0,  1.,0,  5a,3d,  1h,1f, 18,0,  1, X4,  000000000000010
Regular Inf.,      no,  0,  1.,0,  5a,4d,  1h,1f, 18,0,  0, X4,  000000000000010
Highlander Inf.,   no,  0,  1.,0,  6a,3d,  1h,1f, 18,0,  0, X4,  000000000000010
Nuba Spearmen,     no,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, X6,  000000000000010
Soudanese Inf.,    no,  0,  1.,0,  5a,3d,  1h,1f, 12,0,  0, X4,  000000000000010
Col. Marchand,     no,  0,  1.,0,  6a,3d,  2h,2f, 18,0,  0, no,  000000000000000
21st Lancers,      no,  0,  2.,0,  6a,1d,  1h,2f, 18,0,  0, X4,  000000000000010
Senegalese Inf.,   no,  0,  1.,0,  5a,3d,  1h,1f, 18,0,  0, X5,  000000000000000
1st Bombay Lancers,no,  0,  2.,0,  5a,1d,  1h,2f, 18,0,  0, X4,  000000000000010
Eg. Camel Corps,   no,  0,  2.,0,  4a,1d,  1h,1f, 18,0,  0, X4,  000000000000010
Sd. Camel Corps,   no,  0,  2.,0,  4a,1d,  1h,2f, 18,0,  0, X4,  000000000000010
Br. Scouts,        no,  0,  4.,0,  0a,2d,  1h,1f, 18,0,  0, X4,  000000000000010
Native Guides,     no,  0,  1.,0,  0a,1d,  1h,1f, 12,0,  0, X7,  000001000000001
Brass Cannon,      no,  0,  1.,0,  3a,1d,  1h,3f, 10,0,  0, X4,  000000000000000
Heavy Art.,        no,  0,  1.,0,  6a,1d,  1h,4f, 18,0,  0, X4,  000000000000010
Br. Horse Art.,    no,  0,  1.,0,  5a,1d,  1h,4f, 18,0,  0, X4,  000000000000010
Field Art.,        no,  0,  1.,0,  4a,1d,  1h,4f, 18,0,  0, X4,  000000000000010
Egypt. Horse Art., no,  0,  1.,0,  5a,1d,  1h,4f, 12,0,  0, X4,  000000000000010
Baggara Horsemen,  no,  0,  1.,0,  5a,2d,  1h,1f,  6,0,  0, X6,  000001000000010
Raiders,           no,  0,  1.,0,  4a,2d,  1h,1f, 18,0,  0, X6,  000001000000010
-,                 no,  0,  2.,0,  5a,4d,  1h,1f, 18,0,  0, no,  000000000000010
Fur Horsemen,      no,  0,  1.,0,  5a,3d,  1h,1f, 10,0,  0, X6,  000001000000010
Egyptian Cav.,     no,  0,  2.,0,  5a,1d,  1h,2f, 18,0,  0, X4,  000000000000010
Dhow,              no,  2,  1.,0,  0a,1d,  1h,1f,  6,0,  0, X6,  000000000000000
Old Gunboat,       no,  2,  0.,0,  0a,2d,  1h,1f, 18,0,  0, no,  000000000000000
Steamer,           no,  2,  6.,0,  5a,3d,  1h,2f, 18,2,  0, X4,  000000000000000
Gunboat,           no,  2,  6.,0,  7a,4d,  1h,2f, 18,0,  0, X4,  000000000000000
Impassable1,       no,  1,  0.,127,0a,1d,  1h,1f,  4,0,  3, no,  000000000000000
Impassable2,       no,  1,  0.,127,0a,1d,  1h,1f,  4,0,  3, no,  000000000000000
Impassable3,       no,  1,  0.,127,0a,1d,  1h,1f,  4,0,  3, no,  000000000000000
Impassable4,       no,  1,  0.,127,0a,1d,  1h,1f,  4,0,  3, no,  000000000000000
Impassable5,       no,  1,  0.,127,0a,1d,  1h,1f,  4,0,  3, no,  000000000000000
Impassable6,       no,  1,  0.,127,0a,1d,  1h,1f,  4,0,  3, no,  000000000000000
Impassable7,       no,  1,  0.,127,0a,1d,  1h,1f,  4,0,  3, no,  000000000000000
-,                 no,  0,  1.,0,  0a,3d,  1h,1f,  5,8,  0, no,  000000000000000
-,                 no,  0,  1.,0,  8a,0d,  1h,1f,  6,0,  0, no,  000000000000000
OsmanDigna,        no,  0,  1.,0,  9a,4d,  1h,1f, 16,0,  0, no,  000000000000000
Khalifa,           no,  0,  1.,0,  6a,6d,  1h,1f, 10,0,  0, no,  000000000000000
Ahmed Fedil,       no,  0,  1.,0,  6a,6d,  1h,1f, 10,0,  0, no,  000000000000000
Gen. Caneva,       no,  0,  0.,0,  0a,0d,  1h,1f, 25,0,  1, no,  000000000000000
Italian Inf.,      no,  0,  0.,0,  0a,0d,  1h,1f, 25,0,  1, X4,  000000000000000
Native Inf.,       no,  0,  0.,0,  0a,0d,  1h,1f, 25,0,  1, War, 000000000000000
Soudanese Inf,     no,  0,  1.,0,  4a,3d,  1h,1f, 12,0,  0, X6,  000000000000010
Menelik II,        no,  0,  0.,0,  6a,4d,  1h,1f,  5,0,  1, no,  000000000000000
Eth. Riflemen,     no,  0,  0.,0,  4a,3d,  1h,1f, 18,0,  1, Whe, 000000000000000
Osman Digna,       no,  0,  1.,0,  6a,4d,  1h,1f, 18,0,  0, no,  000000000000000
the Khalifa,       no,  0,  1.,0,  6a,6d,  1h,1f, 10,0,  0, no,  000000000000000
Sheikh-ed-Din,     no,  0,  1.,0,  6a,5d,  1h,1f, 10,0,  0, no,  000000000000000
Ali Wad Helu,      no,  0,  1.,0,  6a,5d,  1h,1f, 10,0,  0, no,  000000000000000
-,                 no,  0,  0.,0,  0a,1d,  1h,1f,  4,0,  1, no,  000000000000000
-,                 no,  0,  0.,0,  0a,1d,  1h,1f,  4,0,  1, no,  000000000000000
Br. Officer,       no,  0,  2.,0,  5a,3d,  2h,2f, 18,0,  0, X4,  000000000000010
the Sirdar,        no,  0,  2.,0,  6a,4d,  2h,2f, 18,0,  0, X4,  000000000000010
-,                 no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,                 no,  0,  1.,0,  6a,4d,  1h,1f, 18,0,  0, no,  000000000000010
-,                 no,  0,  1.,0,  6a,4d,  1h,1f, 18,0,  0, no,  000000000000010
-,                 no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,                 no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,                 no,  0,  1.,0,  6a,4d,  1h,1f, 18,0,  0, no,  000000000000010
-,                 no,  0,  1.,0,  6a,4d,  1h,1f, 18,0,  0, no,  000000000000010
-,                 no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,                 no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,                 no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Krupp gun,         no,  0,  1.,0,  1a,3d,  2h,1f, 18,0,  1, X4,  000000000000010
Maxim-Nordenfeldt, no,  0,  1.,0,  1a,4d,  2h,1f, 18,0,  1, X4,  000000000000010
-,                 no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Impassable,        no,  1,  0.,127,0a,1d,  1h,1f,  4,0,  3, no,  000000000000000
DarfurTrigger,     no,  0,  0.,0,  0a,1d,  1h,1f,  4,0,  6, no,  000000000000000
FedilTrigger,      no,  0,  0.,0,  0a,1d,  1h,1f,  4,0,  6, no,  000000000000000
Trigger,           no,  0,  0.,0,  0a,1d,  1h,1f,  4,0,  6, no,  000000000000000
FashodaTrigger,    no,  0,  0.,0,  0a,1d,  1h,1f,  4,0,  6, 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
;                                                                      impassable?
;
@TERRAIN
Desert,     	        1,2,  0,1,0,   no,  1, 5, 0,   no,  1, 5,  0,  no,   no, ; Drt
Savanna,     	        1,2,  1,1,0,   no,  1, 5, 0,   no,  0,15,  0,  no,   no, ; Pln
Fertile Ground,         1,2,  1,1,0,   yes, 1, 5, 0,   no,  0,10,  0,  no,   no, ; Grs
Trade Route,     	1,2,  1,1,2,   no,  1, 5, 0,   no,  0, 5,  0,  no,   no, ; For
Sand Dunes,             2,4,  1,0,0,   no,  1,10, 0,   no,  2,10,  0,  no,   no, ; Hil
Hills,  	        3,6,  1,1,0,   no,  1,10, 0,   no,  1,10,  0,  no,   yes,; Mou
Hills,     	        2,4,  1,0,0,   no,  1,10, 0,   no,  0, 0,  0,  no,   no, ; Tun
Waterwells,	        1,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  0,  no,   no, ; Gla
Dry desert,             1,1,  1,0,0,   Gla, 0, 0, 0,   no,  0, 1,  0,  no,   yes,; Swa
Impassable,            20,1,  1,0,0,   no,  0,15, 0,   no,  0,15,  0,  no,   yes,; Jun
Water,      	        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      	        1,2,  3,1,0,
Lions,                  1,2,  1,3,0,
Fertile Ground,         1,2,  1,1,0,
Palm Trees,             1,2,  1,3,2,
-,       	        2,4,  1,0,0,
Coal,         	        3,6,  1,3,0,
-,       	  	2,4,  1,0,0,
-,      	  	1,2,  0,0,0,
-,       	  	1,1,  1,0,0,
-,       	       20,1,  1,0,0,
Hippos,       	        1,2,  2,0,3,
Camels, 	        1,2,  0,4,0,
Giraffes,     	  	1,2,  2,2,0,
Fertile Ground,  	1,2,  1,1,0,
Camels,                 1,2,  2,3,2,
Waterwell,   	  	2,4,  2,0,3,
Salt,       	        3,6,  1,1,3,
-,       	  	2,4,  2,0,0,
-,		  	1,2,  0,0,0,
-,      	  	1,1,  1,0,0,
-,      	       20,1,  1,0,0,
Papyrus,     	        1,2,  1,3,2,

@TERRAIN1
Desert,     	        1,2,  0,1,0,   no,  1, 5, 0,   no,  1, 5,  0,  no,   no, ; Drt
Savanna,     	        1,2,  1,1,0,   no,  1, 5, 0,   no,  0,15,  0,  no,   no, ; Pln
Fertile Ground,         1,2,  1,1,0,   yes, 1, 5, 0,   no,  0,10,  0,  no,   no, ; Grs
Trade Route,     	1,2,  1,1,2,   no,  1, 5, 0,   no,  0, 5,  0,  no,   no, ; For
Sand Dunes,             2,4,  1,0,0,   no,  1,10, 0,   no,  2,10,  0,  no,   no, ; Hil
Hills,  	        3,6,  1,1,0,   no,  1,10, 0,   no,  1,10,  0,  no,   yes,; Mou
Hills,     	        2,4,  1,0,0,   no,  1,10, 0,   no,  0, 0,  0,  no,   no, ; Tun
Waterwells,	        1,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  0,  no,   no, ; Gla
Dry desert,             1,1,  1,0,0,   Gla, 0, 0, 0,   no,  0, 1,  0,  no,   yes,; Swa
Impassable,            20,1,  1,0,0,   no,  0,15, 0,   no,  0,15,  0,  no,   yes,; Jun
Water,      	        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      	        1,2,  3,1,0,
Lions,                  1,2,  1,3,0,
Fertile Ground,         1,2,  1,1,0,
Palm Trees,             1,2,  1,3,2,
-,       	        2,4,  1,0,0,
Coal,         	        3,6,  1,3,0,
-,       	  	2,4,  1,0,0,
-,      	  	1,2,  0,0,0,
-,       	  	1,1,  1,0,0,
-,       	       20,1,  1,0,0,
Hippos,       	        1,2,  2,0,3,
Camels, 	        1,2,  0,4,0,
Giraffes,     	  	1,2,  2,2,0,
Fertile Ground,  	1,2,  1,1,0,
Camels,                 1,2,  2,3,2,
Waterwell,   	  	2,4,  2,0,3,
Salt,       	        3,6,  1,1,3,
-,       	  	2,4,  2,0,0,
-,		  	1,2,  0,0,0,
-,      	  	1,1,  1,0,0,
-,      	       20,1,  1,0,0,
Papyrus,     	        1,2,  1,3,2,

@TERRAIN2
Desert,     	        1,2,  0,1,0,   no,  1, 5, 0,   no,  1, 5,  0,  no,   no, ; Drt
Savanna,     	        1,2,  1,1,0,   no,  1, 5, 0,   no,  0,15,  0,  no,   no, ; Pln
Fertile Ground,         1,2,  1,1,0,   yes, 1, 5, 0,   no,  0,10,  0,  no,   no, ; Grs
Trade Route,     	1,2,  1,1,2,   no,  1, 5, 0,   no,  0, 5,  0,  no,   no, ; For
Sand Dunes,             2,4,  1,0,0,   no,  1,10, 0,   no,  2,10,  0,  no,   no, ; Hil
Hills,  	        3,6,  1,1,0,   no,  1,10, 0,   no,  1,10,  0,  no,   yes,; Mou
Hills,     	        2,4,  1,0,0,   no,  1,10, 0,   no,  0, 0,  0,  no,   no, ; Tun
Waterwells,	        1,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  0,  no,   no, ; Gla
Dry desert,             1,1,  1,0,0,   Gla, 0, 0, 0,   no,  0, 1,  0,  no,   yes,; Swa
Impassable,            20,1,  1,0,0,   no,  0,15, 0,   no,  0,15,  0,  no,   yes,; Jun
Water,      	        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      	        1,2,  3,1,0,
Lions,                  1,2,  1,3,0,
Fertile Ground,         1,2,  1,1,0,
Palm Trees,             1,2,  1,3,2,
-,       	        2,4,  1,0,0,
Coal,         	        3,6,  1,3,0,
-,       	  	2,4,  1,0,0,
-,      	  	1,2,  0,0,0,
-,       	  	1,1,  1,0,0,
-,       	       20,1,  1,0,0,
Hippos,       	        1,2,  2,0,3,
Camels, 	        1,2,  0,4,0,
Giraffes,     	  	1,2,  2,2,0,
Fertile Ground,  	1,2,  1,1,0,
Camels,                 1,2,  2,3,2,
Waterwell,   	  	2,4,  2,0,3,
Salt,       	        3,6,  1,1,3,
-,       	  	2,4,  2,0,0,
-,		  	1,2,  0,0,0,
-,      	  	1,1,  1,0,0,
-,      	       20,1,  1,0,0,
Papyrus,     	        1,2,  1,3,2,

@TERRAIN3
Desert,     	        1,2,  0,1,0,   no,  1, 5, 0,   no,  1, 5,  0,  no,   no, ; Drt
Savanna,     	        1,2,  1,1,0,   no,  1, 5, 0,   no,  0,15,  0,  no,   no, ; Pln
Fertile Ground,         1,2,  1,1,0,   yes, 1, 5, 0,   no,  0,10,  0,  no,   no, ; Grs
Trade Route,     	1,2,  1,1,2,   no,  1, 5, 0,   no,  0, 5,  0,  no,   no, ; For
Sand Dunes,             2,4,  1,0,0,   no,  1,10, 0,   no,  2,10,  0,  no,   no, ; Hil
Hills,  	        3,6,  1,1,0,   no,  1,10, 0,   no,  1,10,  0,  no,   yes,; Mou
Hills,     	        2,4,  1,0,0,   no,  1,10, 0,   no,  0, 0,  0,  no,   no, ; Tun
Waterwells,	        1,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  0,  no,   no, ; Gla
Dry desert,             1,1,  1,0,0,   Gla, 0, 0, 0,   no,  0, 1,  0,  no,   yes,; Swa
Impassable,            20,1,  1,0,0,   no,  0,15, 0,   no,  0,15,  0,  no,   yes,; Jun
Water,      	        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      	        1,2,  3,1,0,
Lions,                  1,2,  1,3,0,
Fertile Ground,         1,2,  1,1,0,
Palm Trees,             1,2,  1,3,2,
-,       	        2,4,  1,0,0,
Coal,         	        3,6,  1,3,0,
-,       	  	2,4,  1,0,0,
-,      	  	1,2,  0,0,0,
-,       	  	1,1,  1,0,0,
-,       	       20,1,  1,0,0,
Hippos,       	        1,2,  2,0,3,
Camels, 	        1,2,  0,4,0,
Giraffes,     	  	1,2,  2,2,0,
Fertile Ground,  	1,2,  1,1,0,
Camels,                 1,2,  2,3,2,
Waterwell,   	  	2,4,  2,0,3,
Salt,       	        3,6,  1,1,3,
-,       	  	2,4,  2,0,0,
-,		  	1,2,  0,0,0,
-,      	  	1,1,  1,0,0,
-,      	       20,1,  1,0,0,
Papyrus,     	        1,2,  1,3,2,


; map type: 1-underwater; 2-underground; 3-floating; 4-land dominant; 5-gas giant
; blob size,blob density
; bridge length,bridge chance
; blue rooms, ice chambers,fire chambers,storms
; range1-3 - coral, vent, empty
;   desired length,minimum length,frequency
; Secondary Map Characteristics
; (modify at your own risk)
;
; 0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3
;
; 0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std
; 1=avg blob size (types 3 and 5 only)
; 2=avg # of blobs (types 3 and 5 only)
; 3=avg bridge length: 0-no bridges (types 3 and 5 only)
; 4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only)
; 5=# blue rooms
; 6=# ice rooms
; 7=# fire chambers
; 8=# storms
; DMF=desired length, minimum length, frequency
; specific effects depend on map type
; for SF game:
; DMF1=Mts, Hil, No
; DMF2=For, Mts, Hil
; DMF3=Hil, No, No

; @SECONDARY_MAPS
; 1, 60,80, 3,2,  0,0,0,0,    9,4,30, 15,10,50, 0,0,0,
; 2, 0,0,  30,2, 30,30,60,0,  0,0,0,   0,0,0,   0,0,0,
; 3, 15,30, 0,0,  0,0,0,0,    0,0,0,   0,0,0,   0,0,0,

@GOVERNMENTS
Anarchy,        Soldier,     Soldier
Despotism,      Commander,   Commander
Monarchy,       Lieutenant,  Lieutenant
Communism,      Colonel,     Colonel
Mahdism,        Khalifa,     Khalifa
Monarchy,       General,     General
Republic,       Major,       Major

;
;   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,    1,  1, -1,
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,    1,  1, -1,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       1,  1, -1,
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,      1,  1, -1,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  1, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  1, -1,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1, -1,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       1,  1, -1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     1,  1, -1,
Henry VIII,   Elizabeth I,         1, 6, 3, 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, -1,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1,  1, -1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1, -1,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     1,  1, -1,
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 1,  1, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       1,  1, -1,

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

;
;   Trading Commodities
;
@CARAVAN
Gold,
Diorite,
Smaragd,
Granite,
Sandstone,
Amethyst,
Copper,
Dye,
Turquoise,
Ivory,
Salt,
Spice,
Gems,
Gold,
Slaves,
Oil,

@ORDERS
Entrench,           E
Entrenched,         E
Sleep,              S
Build Zeriba,       Z
Build Railroad,     R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Fortress,     e
Build Transporter,  +
Go to,              G

@DIFFICULTY
Mulazim tani
Mulazim awal
Yuzbashi
Bimbashi
Lewa
Sirdar

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged

@CIVILIZE2
1		; AFl
1		; Alp
1		; Amp
1		; Ast
1		; Ato
1		; Aut
1		; Ban
1		; Bri
1		; Bro
1		; Cer
1		; Che
1		; Chi
0		; CoL
0		; CA
0		; Cmb
0		; Cmn
0		; Cmp
0		; Csc
0		; Cst
0		; Cor
0		; Cur
0		; Dem
0		; Eco
0		; E1
0		; E2
0		; Eng
0		; Env
0		; Esp
1		; Exp
1		; Feu
1		; Fli
1		; Fun
1		; FP
1		; Gen
0		; Gue
0		; Gun
0		; Hor
0		; Ind
0		; Inv
0		; Iro
0		; Lab
0		; Las
0		; Ldr
0		; Lit
0		; Too
0		; Mag
0		; Map
0		; Mas
0		; MP
0		; Mat
0		; Med
0		; Met
0		; Min
0		; Mob
0		; Mon
0		; MT
0		; Mys
0		; Nav
0		; NF
0		; NP
0		; Phi
0		; Phy
0		; Pla
0		; Plu  (Cst & Pot)
0		; PT
0		; Pot
0		; Rad
0		; RR
0		; Rec
0		; Ref
0		; Rfg
0		; Rep
0		; Rob
0		; Roc
0		; San
0		; Sea
0		; SFl
0		; Sth
0		; SE
0		; Stl
0		; Sup
0		; Tac
0		; The
0		; ToG
0		; Tra
0		; Uni
0		; War
0		; Whe
0		; Wri
2		; ...
0		; U1
0		; U2
0		; U3
0		; X1
0		; X2
0		; X3
0		; X4
0		; X5
0		; X6
0		; X7


; Above--Group (0-7) for each advance
; Below--Codes determine each tribes relation to the 8 possible Groups
; 0= can research, can own, 1=cant research, can own, 2=cant research, cant own
; Count groups from left to right - 0 1 2 3 4 5 6 7

@LEADERS2
00000000		;Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
00000000		;Babylonians, Babylonian, -1, -1,  1,
00000000		;Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
00000000		;Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
00000000		;Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
00000000		;Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
00000000		;Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
00000000		;Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
00000000		;Zulus,       Zulu,        1,  0,  0,
00000000		;French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
00000000		;Aztecs,      Aztec,       0, -1,  1,
00000000		;Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
00000000		;English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
00000000		;Mongols,     Mongol,      1,  1, -1,
00000000		;Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
00000000		;Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
00000000		;Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
00000000		;Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
00000000		;Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
00000000		;Carthaginians, Carthaginian, 0,  0, -1,
00000000		;Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

00000000		;Saladin,     ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
00000000		;Atawallpa,   ...,     0, 1, Incas,       Inca,       -1,  1,  1,


; Advanced unit fields

; A) 'tribe may build' mask:			0 - can't; 1 - can
; NB: van rechts naar links ipv links naar rechts!
; B) 'not allowed on map' mask:			1 - not allowed on map
; C) minimum bribe amount:			n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask:		1: can; 0: can't for each site type
; E) 'use transport site' mask:			1: can; 0: can't for each site type
; F) native transport ability:			1: can; 0: can't for each map relationship type
; G) General flags
;	00000001	invisible until attack:					1 - invisible
;	00000010	non-disbandable (human players only):			1 - cannot disband
;       00000100	0-range-air-unit damage override:			1 - override damage
;       00001000	barbarian units can't be bought off:			1 - can't buy off
;	00010000	impassable terrain override:				1 - override impassable terrain
;       00100000    	unit acquires engineering abilities:    		1 - engineer
;       01000000    	barbarian unit will not expire:         		1 - no expire
;       10000000    	override .SPR file for this unit:	   		1 - don't use .SPR

;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Soudanese Inf. (R)
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010  ;B Rail Engineers
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;D Dervish Infantry
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;D Arab Riflemen
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Egyptian Inf.
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;D Nubians
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;D Dervish Riflemen
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;D Beja Infantry
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;D Dinka Spearmen
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Indian Inf.
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Regular Inf.
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Highlander Inf.
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;D Nuba Spearmen
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Soudanese Inf.
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Col. Marchand
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B 21st Lancers
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;F Senegalese Inf.
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B 1st Bombay Lancers
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010  ;B Eg. Camel Corps
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010  ;B Sd. Camel Corps
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010  ;B Br. Scouts
01101010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010  ;BFIA Native Guides
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Brass Cannon
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Heavy Art.
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Br. Horse Art.
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Field Art.
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Egypt. Horse Art.
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010  ;D Baggara Horsemen
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010010  ;D Raiders
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010  ;0 -
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00010010  ;D Fur Horsemen
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Egyptian Cav.
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;D Dhow
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Old Gunboat
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Steamer
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B Gunboat
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Impassable1
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Impassable2
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Impassable3
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Impassable4
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Impassable5
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Impassable6
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Impassable7
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 OsmanDigna
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Khalifa
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Ahmed Fedil
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Gen. Caneva
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;I Italian Inf.
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;I Native Inf.
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Soudanese Inf
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Menelik II
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;A Eth. Riflemen
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Osman Digna
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 the Khalifa
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Sheikh-ed-Din
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Ali Wad Helu
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Br. Officer
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 the Sirdar
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B -
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0-
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B -
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;B -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Krupp gun
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 Maxim-Nordenfeldt
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;0 -
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000011  ;0 Impassable
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000011  ;0 DarfurTrigger
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000011  ;0 FedilTrigger
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000011  ;0 Trigger
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000011  ;0 FashodaTrigger


@MAP_TRANSPORT_RELATIONSHIPS
1,2
3,4
1,3

; map, primary unit type, secondary unit type

@INITIAL_SETTINGS
0,0,3	;Romans
0,0,3	;Babylonians
0,0,3	;Germans
0,0,3	;Egyptians
0,0,3	;Americans
0,0,3	;Greeks
0,0,3	;Indians
0,0,3	;Russians
0,0,3	;Zulus
0,0,3	;French
0,0,3	;Aztecs
0,0,3	;Chinese
0,0,3	;English
0,0,3	;Mongols
0,0,3	;Celts
0,0,3	;Japanese
0,0,3	;Vikings
0,0,3	;Spanish
0,0,3	;Persians
0,0,3	;Carthaginians
0,0,3	;Sioux

@SOUNDS
<none>  	; Soudanese Inf. (R)
<none>  	; Rail Engineers
<none>  	; Dervish Infantry
<none>  	; Arab Riflemen
<none>  	; Egyptian Inf.
<none>  	; Nubians
<none>  	; Dervish Riflemen
<none>  	; Beja Infantry
<none>  	; Dinka Spearmen
<none>  	; Indian Inf.
<none>  	; Regular Inf.
<none>  	; Highlander Inf.
<none>  	; Nuba Spearmen
<none>  	; Soudanese Inf.
<none>  	; Col. Marchand
<none>  	; 21st Lancers
<none>  	; Senegalese Inf.
<none>  	; 1st Bombay Lancers
<none>  	; Eg. Camel Corps
<none>  	; Sd. Camel Corps
<none>  	; Br. Scouts
<none>  	; Native Guides
<none>  	; Brass Cannon
<none>  	; Heavy Art.
<none>  	; Br. Horse Art.
<none>  	; Field Art.
<none>  	; Egypt. Horse Art.
<none>  	; Baggara Horsemen
<none>  	; Raiders
<none>  	; -
<none>  	; Fur Horsemen
<none>  	; Egyptian Cav.
<none>  	; Dhow
<none>  	; Old Gunboat
<none>  	; Steamer
<none>  	; Gunboat
<none>  	; Impassable1
<none>  	; Impassable2
<none>  	; Impassable3
<none>  	; Impassable4
<none>  	; Impassable5
<none>  	; Impassable6
<none>  	; Impassable7
<none>  	; -
<none>  	; -
<none>  	; OsmanDigna
<none>  	; Khalifa
<none>  	; Ahmed Fedil
<none>  	; Gen. Caneva
<none>  	; Italian Inf.
<none>  	; Native Inf.
<none>  	; Soudanese Inf
<none>  	; Menelik II
<none>  	; Eth. Riflemen
<none>  	; Osman Digna
<none>  	; the Khalifa
<none>  	; Sheikh-ed-Din
<none>  	; Ali Wad Helu
<none>  	; -
<none>  	; -
<none>  	; Br. Officer
<none>  	; the Sirdar
<none>  	; -
<none>  	; Regular Inf. 1
<none>  	; Regular Inf. 2
<none>  	; -
<none>  	; -
<none>  	; Regular Inf. 3
<none>  	; Regular Inf. 4
<none>  	; -
<none>  	; -
<none>  	; -
<none>  	; Krupp gun
<none>  	; Maxim-Nordenfeldt
<none>  	; -
<none>  	; Impassable
<none>  	; DarfurTrigger
<none>  	; FedilTrigger
<none>  	; Trigger
<none>  	; FashodaTrigger

@RIVERS
River,          ; map 1
River,          ; map 2
River,          ; map 3
River,          ; map 4

; please do not remove this line
