;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   Rules file for the scenario 'The Rise of Rome'
;   by Stephan Sander a.k.a. jim panse
;   2004
;

;
;   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
15      ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
80      ; # 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)
6       ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
45      ; Tech paradigm (higher # slows research)
8       ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
45      ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
8       ; 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
Horse Breeding,		6,-2,  nil, nil, 1, 4    ; AFl		0
Army Reform,		6,-2,  Ast, nil, 3, 4    ; Alp
Corvus,			4, 1,  Sea, X2,  0, 2    ; Amp
Adopted Tactics,	6,-2,  E2,  nil, 1, 0    ; Ast
Imperial Army,		7,-2,  Rep, Alp, 3, 2    ; Ato
S.P.Q.R.,		0, 0,  Plu, nil, 1, 0    ; Aut		5
Regional Trade,		4, 1,  Cor, Cur, 1, 0    ; Ban
Bridge Construction,   	0, 0,  Eng, nil, 0, 0    ; Bri
Sarissa,		6,-2,  War, nil, 1, 0    ; Bro
Monotheism,		1, 0,  ToG, Mys, 2, 4    ; Cer
Hetairoi,		6,-2,  Rob, AFl, 3, 1    ; Che		10
Higher Education,	4, 1,  Uni, nil, 3, 1    ; Chi
Codified Law,		1, 0,  Plu, nil, 0, 0    ; CoL
Praetorian Guards,	4, 1,  Rep, Ato, 1, 4    ; CA 
Siege Engines,		6,-2,  Esp, Too, 2, 2    ; Cmb
Not used,		0, 0,  no,  no,  0, 0    ; Cmn		15
Purple Trade,		0, 0,  Plu, nil, 0, 0    ; Cmp
Carthaginian Army,	0, 0,  Cmp, nil, 0, 0    ; Csc
Not used,		0, 0,  no,  no,  0, 0    ; Cst
Coinage,		6, 1,  CoL, nil, 3, 3    ; Cor
Local Manufactories,	6, 1,  Pot, CoL, 3, 3    ; Cur		20
Not used,		0, 0,  no,  no,  3, 2    ; Dem
Persian Army,		1, 0,  Ind, nil, 3, 2    ; Eco
Persian Cavalry,	6,-2,  AFl, Eco, 3, 2    ; E1 
Roman Census,		0, 0,  Aut, nil, 1, 0    ; E2 
Engineering,		4, 1,  Uni, nil, 2, 0    ; Eng		25
Civil Rights,		1, 0,  Rep, nil, 2, 4    ; Env
Fortress Design,	4, 1,  Mag, nil, 2, 1    ; Esp
Torsion Weapons,	6,-2,  Mat, Eng, 1, 4    ; Exp
Throwing Engines,	6,-2,  Exp, Cmb, 1, 0    ; Feu
Diplomacy,		4, 1,  Uni, Chi, 1, 4    ; Fli		30
Oriental Despotism,	4, 1,  Mob, nil, 0, 1    ; Fun
Pax Romana,		4, 1,  Ato, nil, 2, 4    ; FP 
Lex Iulia,		1, 0,  Met, nil, 2, 4    ; Gen
Not used,		0, 0,  no,  no,  0, 0    ; Gue
Casted Foundations,	4, 1,  Mag, Mat, 1, 2    ; Gun		35
Armed Peasants,		6,-2,  Phi, nil, 2, 4    ; Hor
Achaemenid Realm,	0, 0,  Plu, nil, 0, 2    ; Ind
Celtic Culture,		0, 0,  Plu, nil, 0, 1    ; Inv
Acting,			4, 1,  Uni, nil, 2, 3    ; Iro
Statics,		4, 1,  Gun, Wri, 1, 0    ; Lab		40
Arch Construction,	4, 1,  Lab, nil, 0, 1    ; Las
Cupola Construction,	6,-2,  Las, Aut, 2, 4    ; Ldr
Historian Writings,	4, 1,  Roc, ToG, 3, 2    ; Lit
Ballistics,		4, 1,  Wri, Chi, 1, 0    ; Too
Architecture,		4, 1,  Chi, nil, 2, 0    ; Mag		45
Mercenary Warfare,	4, 1,  Cor, nil, 2, 0    ; Map
Tribute Policy,		4, 1,  Cor, Mon, 2, 0    ; Mas
Fleet Building,		4, 1,  Ref, SFl, 3, 2    ; MP 
Mathematics,		4, 1,  Uni, nil, 1, 4    ; Mat
Medicine,		4, 1,  Uni, nil, 3, 3    ; Med		50
Land Reforms,		4, 1,  Alp, nil, 1, 4    ; Met
Harpax,			6,-2,  MP,  nil, 1, 4    ; Min
Enemies of Rome,	0, 0,  Plu, nil, 2, 4    ; Mob
Late Republic,		6,-2,  Met, nil, 0, 2    ; Mon
Circus Games,		4, 1,  MT,  Aut, 3, 2    ; MT 		55
Polytheism,		0, 0,  PT,  nil, 3, 3    ; Mys
Commerce,		4, 1,  Tra, nil, 2, 0    ; Nav
Carthaginian Cavalry,	4, 1,  AFl, Csc, 2, 0    ; NF 
Provincial Troops,	4, 1,  Ind, nil, 2, 0    ; NP 
Military Kingdom,	0, 0,  Plu, nil, 0, 1    ; Phi		60
Embolon,		6,-2,  Sea, nil, 1, 4    ; Phy
Military Triangle,	6,-2,  SE,  nil, 0, 3    ; Pla
Twice Removed,		1, 0,  Gue, nil, 0, 0    ; Plu
Mysticism,		1, 0,  Plu, nil, 3, 2    ; PT 
Pottery,		0, 0,  Plu, nil, 3, 3    ; Pot		65
Not used,		0, 0,  no,  no,  2, 4    ; Rad
Not used,		0, 0,  no,  no,  1, 1    ; RR 
Waterpower,		4, 1,  San, Mag, 1, 0    ; Rec
Ship Artillery,		4,-2,  Phy, Feu, 1, 4    ; Ref
Sanitation,		4, 1,  Lab, San, 3, 4    ; Rfg		70
Imperium Romanum,	6,-2,  U3,  nil, 2, 4    ; Rep
Fellowship of the King,	6,-2,  Hor, Bro, 3, 0    ; Rob
Rhetorics,		1, 0,  Plu, nil, 2, 4    ; Roc
Aquaeduct Construction,	4, 1,  Med, Eng, 3, 2    ; San
Seafaring,		4, 1,  Plu, nil, 2, 0    ; Sea		75
Navigation,		6,-2,  Sea, Sth, 2, 0    ; SFl
Astronomy,		4, 1,  Uni, nil, 2, 2    ; Sth
Phalanx Tactics,	6,-2,  Bro, nil, 1, 4    ; SE 
Fishing,		4, 1,  Sea, nil, 1, 0    ; Stl
Port Facilities,	4, 1,  Sea, nil, 1, 0    ; Sup		80
Geographics,		4, 1,  Sth, Wri, 2, 1    ; Tac
Panem et circenses,	4, 1,  Iro, Rep, 3, 4    ; The
Philosophy,		1, 0,  Uni, nil, 1, 4    ; ToG
Oversea Trade,		4, 1,  Sea, Cor, 3, 4    ; Tra
Basic Education,	4, 1,  CoL, nil, 2, 4    ; Uni		85
Greek Warfare,		0, 0,  Plu, nil, 0, 3    ; War
Mapmaking,		4, 1,  Tac, nil, 2, 1    ; Whe
Geometrics,		4, 1,  Mat, nil, 3, 1    ; Wri
New Knowledge,		0, 0,  nil, nil, 2, 4    ; ... 
Hellenism,		1, 0,  X1, Che,  0, 0    ; U1 		90
Lifeguards,		6,-2,  E1, nil,  0, 3    ; U2 
Triumvirate,		4, 1,  X3,  nil, 1, 2    ; U3 
Panhellenic Alliance,	1, 0,  no,  no,  1, 3    ; X1 
Punic Wars,		1, 0,  no,  no,  0, 4    ; X2 
Slave Uprising,		1, 0,  no,  no,  1, 1    ; X3 		95
Christianity,		1, 0,  no,  no,  2, 4    ; X4 
War with Rome,		1, 0,  no,  no,  2, 4    ; X5 
Teutonic Assault,	1, 0,  no,  no,  1, 4    ; X6 
Gallic Conquest,	1, 0,  no,  no,  1, 2    ; X7		99

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

;
; 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,
Residence,		10, 5,    Mag,
Barracks,		 4, 2,    nil,
Grain Storage,		 6, 1,    Pot,
Temple,			 6, 2,    Mys,
Market Place,		 4, 1,    Cor,
Gymnaseion,		10, 3,    Uni,
Dungeon,		 5, 1,    Esp,
City Walls,		 8, 4,    nil,
Water Supply,		 4, 2,    Eng,
Treasury,		 6, 2,    Cur,
Arena,			20, 3,    MT, 
Academy,		20, 4,    Chi,
Sewer System,		16, 4,    San,
Theatre,		 8, 2,    Iro,
Manufactories,		14, 5,    Cur,
Fabricae,		20, 8,    Ban,
Not used,		 0, 0,    no,
Thermal Baths,		12, 4,    Rfg
Arsenal,		10, 2,    Map,
Watermills,		16, 4,    Rec, 
Not used,		 0, 0,    no,
Forum,			 6, 1,    E2,
Aqueduct,		12, 3,    San,
Grain Donations,	 2, 4,    Rfg,
Fixed Roads,		 6, 1,    Nav,
Rhetorics School,	16, 3,    Roc,
Not used,		 0, 0,    no,
Harbour Fortress,	12, 1,    Esp,
Not used,		 0, 0,    no,
Port,		 	14, 3,    Stl,
Shipyards,		10, 5,    Sup,
Not used,		 0, 0,    no,
City Guards,		 4, 1,    Rep,
Naval Base,		10, 4,    MP,
Not used,		 8, 0,    no,
Not used,		16, 0,    no,
Not used,		32, 0,    no,
Tribute,		60, 0,    Mas,
Pyramids of Gizah,	10, 0,    nil,	Egypt
Forum Romanum,		10, 0,    nil,	Rome
Ostia Trade Port,	40, 1,    Aut,	Rome
Navy Arsenal,		10, 0,    nil,	Carthage
Pharos of Alexandria,	10, 0,    nil,	Egypt
Oracle of Delphi,	10, 0,    nil,	Greeks
Panhellenic Alliance,	20, 0,    X1,	Macedonia
Alexander's Army,	20, 1,    Che,	Macedonia
Akropolis,		10, 0,    nil,	Greeks
Great King's Embassy,	10, 0,    nil,	Persia
Circus Maximus,		60, 4,    MT,	Rome
Great Library,		10, 0,    nil,	Egypt
Nearchos' Voyage,	40, 0,    U1,	Macedonia
Great Palace,		10, 0,    nil,	Persia
Marius' Army Reforms,	40, 4,    Alp,	Rome
Theatre of Ephesos,	10, 0,    nil,	Greeks
Aristoteles' School,	10, 2,    nil,	Greeks
Purple Trade Monopoly,	60, 0,    Cmp,
Hanno's Voyage,		40, 0,    Csc,	Carthage
Pantheon,		80, 2,    Ldr,	Rome
Olympia,		10, 0,    nil,	Greeks
Civil Rights,		80, 0,    Env,	Rome
Imperial Road System,	60, 2,    Bri,
Tower of Babylon,	10, 0,    nil,	Persia
Limes Construction,	80, 9,    FP,	Rome
Ptolemaios Earthmap,	40, 0,    Whe,
Oriental Hellenism,	60, 0,    U1,	Macedonia
Pax Romana,		80, 9,    FP,	Rome

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids of Gizah
Rep,        ; Forum Romanum
nil,        ; Ostia Trade Port
nil,        ; Navy Arsenal
Mob,        ; Pharos of Alexandria
Cer,        ; Oracle of Deplhi
X5,         ; Panhellenic Alliance
X5,         ; Alexander's Army
nil,        ; Akropolis
X5,         ; Great King's Embassy
nil,        ; Circus Maximus
nil,        ; Great Library
X5,         ; Nearchos's Voyage
nil,        ; Great Palace
Rep,        ; Marius' Army Reforms
nil,        ; Theatre of Ephesos
Aut,        ; Aristoteles' School
nil,        ; Purple Trade Monopoly
Aut,        ; Hanno's Voyage
nil,        ; Pantheon
nil,        ; Olympia
nil,        ; Civil Rights
nil,        ; Road System
nil,        ; Tower of Babylon
nil,        ; Limes Construction
nil,        ; Ptolemaios Earthmap
Aut,        ; Oriental Hellenism
nil,        ; Pax Romana


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasants,		nil, 0,  2.,0,  0a,1d,  2h,1f,  3,0,  5, nil, 000000000000000
Engineers,		E2,  1,  5.,1,  5a,2d,  2h,3f,  6,0,  3, Eng, 000000000010001
Peltasts,		Mob, 0,  2.,0,  6a,3d,  3h,3f,  4,0,  3, War, 000000001010000
Hoplites,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, War, 000000001010000
Phalanx,		Mob, 0,  2.,0,  6a,4d,  4h,4f,  6,0,  0, SE,  000000001010000
Pezhetairoi,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, Rob, 000000001010000
Hypaspists,		nil, 1,  5.,1,  5a,2d,  2h,3f,  6,0,  3, Hor, 000000000010001
Sarissophoroi,		X5,  1,  7.,1,  7a,3d,  3h,3f,  9,0,  3, Bro, 000000000010001
Samnites,		nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  3, Plu, 000001001010010
Not used,		nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  3, no,  000001001010010
Lybian Phanlanx,	nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  0, Csc, 000000001010000
Armed Slaves,		nil, 0,  2.,0,  4a,4d,  4h,2f,  3,0,  1, Plu, 000000001010000
Spear Throwers,		Fun, 0,  2.,0,  7a,5d,  5h,3f, 12,0,  0, Map, 000000001010000
Medians,		nil, 0,  2.,0,  6a,4d,  3h,3f,  4,0,  1, Eco, 000000001010000
Immortals,		X5,  0,  2.,0,  8a,3d,  3h,4f,  7,0,  0, U2,  000000000010000
Heavy Cavalry,		X4,  0,  3.,0,  7a,2d,  3h,4f, 11,0,  0, E1,  000000000010011
War Chariot,		nil, 0,  4.,0,  8a,2d,  3h,3f,  4,0,  0, Eco, 000000000010011
Armoured Cavalry,	X5,  0,  3.,0,  7a,2d,  2h,5f, 11,0,  0, Ast, 000000000010011
Heavy Cavalry,		nil, 1,  7.,1,  7a,3d,  3h,2f,  7,0,  3, Rep, 000000000010001
Hetairoi,		nil, 1,  7.,1,  7a,3d,  3h,3f,  9,0,  3, Che, 000000000010001
Mercenary Cavalry,	X5,  1,  7.,2, 10a,3d,  3h,3f, 12,0,  0, Map, 000000001010001
Cataphrakt Cavalry,	nil, 1,  6.,2,  8a,2d,  2h,3f, 10,0,  0, Pla, 000000001000001
Tradeship,		nil, 0,  2.,0, 12a,4d,  4h,4f, 16,0,  0, Tra, 000000000010010
Catapult,		X4,  0,  1.,0,  8a,2d,  8h,1f,  9,0,  0, Feu, 000010001010000
Barbarian Settlement,	X4,  0,  1.,0, 10a,1d,  8h,3f, 14,0,  0, Plu, 000010001010000
Fortress,		X5,  0,  1.,0,  8a,2d,  8h,1f,  9,0,  0, Esp, 000010001010000
Mercenaries,		X5,  0,  1.,0, 10a,1d,  8h,3f, 14,0,  0, Map, 000010001010000
Legion,			nil, 1,  5.,1,  5a,1d,  2h,3f,  5,0,  3, E2,  000000000010001
Consular Legion,	nil, 1,  6.,1,  6a,2d,  2h,3f,  6,0,  3, Alp, 000000000010001
Imperial Legion,	nil, 1, 10.,2,  8a,1d,  4h,2f, 15,0,  0, Ato, 000000001000001
Praetorian Guards,	nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  3, CA,  000001001010010
Velites,		X4,  1,  8.,2, 10a,4d,  3h,3f, 12,0,  0, Alp, 000000001000001
Heptere,		nil, 1,  7.,1,  6a,3d,  3h,3f,  9,0,  3, Ref, 000000000010001
Quinquereme,		X5,  1,  7.,1,  7a,3d,  3h,3f,  9,0,  3, Amp, 000000000010001
Decimere,		X5,  1,  7.,1,  7a,3d,  3h,2f,  7,0,  3, MP,  000000000010001
Liburne,		nil, 1,  6.,1,  5a,2d,  2h,3f,  6,0,  3, Min, 000000000010001
Gauls,			nil, 2, 14.,0,  0a,3d,  2h,1f,  7,2,  4, Inv, 000000000000000
Britons,		nil, 2, 14.,0,  4a,2d,  4h,1f, 15,0,  2, Plu, 100000000000001
Cherusci,		nil, 2, 12.,0,  6a,3d,  3h,2f, 20,0,  2, Plu, 100000000000001
Plunderers,		nil, 2, 12.,0, 10a,4d,  4h,3f, 25,0,  2, Plu, 000000000000000
Heavy Infantry,		nil, 2, 10.,0, 10a,5d,  4h,3f, 30,0,  2, Pla, 000000000000000
Pentere,		nil, 2,  7.,0,  8a,2d,  4h,2f, 12,0,  2, Ref, 000000000001001
Triere,			nil, 2,  9.,0,  9a,2d,  4h,2f, 15,0,  2, Phy, 000000000001001
Gladiators,		nil, 2, 12.,0,  6a,2d,  3h,2f, 10,1,  4, Plu, 000000000000000
Etruscans,		nil, 0,  2.,0,  6a,4d,  3h,2f,  8,0,  0, Plu, 000000001010000
Slaves,			nil, 0,  1.,0, 12a,0d,  6h,1f, 12,0,  0, Plu, 001000000010000
Envoy,			nil, 0,  0.,0,  4a,4d,  3h,2f,  2,0,  1, Fli, 000000001000000
Freighter,		nil, 0,  0.,0,  4a,4d,  3h,2f,  2,0,  1, Amp, 000000001000000
Barter Goods,		nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, Ban, 000000000000010
Merchant,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  0, Tra, 000000001010000
Syrian Archers,		nil, 0,  2.,0,  8a,3d,  3h,4f,  7,0,  0, Mob, 000000000010000
War Elephants,		nil, 0,  1.,0,  3a,4d,  3h,3f,  4,0,  1, E1,  000010000010000
Arabians,		nil, 0,  1.,0,  3a,4d,  3h,3f,  4,0,  1, Plu, 000010000010000
War Elephants,		nil, 0,  1.,0, 14a,1d, 10h,3f, 14,0,  0, NF,  000000001010000
Satrapian Troops,	nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, NP,  000000001010000
Bactrian Archers,	nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, Eco, 000000001010000
Numidian Cavalry,	nil, 0,  2.,0,  9a,4d,  5h,3f, 20,0,  0, NF,  000000001010000
Iberians,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, Plu, 000000001010000
Storm,			nil, 0,  2.,0,  5a,4d,  4h,4f,  6,0,  0, Plu, 000000001010000
Scythian Archers,	nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  3, Plu, 000001001010010
Ballista,		nil, 0,  2.,0, 12a,4d,  4h,4f, 18,0,  0, Exp, 000000000010010
Siege Tower,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, Cmb, 000000001010000

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


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,		1,2,  0,0,0,   no,  1,40, 3,   no,  1, 5,  3,  Pln,   ; Drt
Scrub Grass,	1,3,  1,0,0,   yes, 1,20, 1,   no,  0,15,  0,  Grs,   ; Pln
Pasture,	1,3,  1,1,0,   yes, 2,10, 2,   no,  0,10,  0,  no,    ; Grs
Wooded Hills,	2,4,  1,1,0,   Hil, 0,20, 2,   yes, 4,35,  0,  Grs,   ; For
Hills,		2,4,  1,0,0,   yes, 2,20, 1,   yes, 4,30,  2,  no,    ; Hil
Mountains,	6,6,  0,0,0,   no,  1,50, 0,   yes, 6,60,  2,  no,    ; Mou
Med. Forest,	3,2,  1,1,0,   no,  0,20, 1,   no,  0, 0,  0,  Pln,   ; Tun
Nor. Forest,	4,2,  0,2,0,   no,  0,40, 3,   no,  0, 0,  0,  no,    ; Gla
Swamp,		2,2,  0,0,0,   yes, 2,20, 3,   no,  0,15,  0,  Grs,   ; Swa
Forest,		4,2,  0,2,0,   Pln, 0,30, 2,   no,  0,30,  0,  Grs,   ; Jun
Sea/River,	1,7,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,		1,2,  3,1,0,
Horses,		1,3,  1,6,4,
Pasture,	1,3,  2,1,0,
Timber,		2,2,  0,5,1,
Olives,		2,4,  3,2,3,
Peak,		6,6,  0,0,0,
Marble,		3,2,  0,4,4,
Granith,	3,2,  0,5,1,
Swamp,		2,2,  0,0,0,
Deer,		3,2,  4,2,2,
Fish,		1,6,  5,0,2,
Rock Desert,	1,1,  0,0,0,
Wheat Fields,	1,3,  1,6,4,
Pasture,	1,3,  2,1,0,
Copper,		2,3,  0,4,4,
Wine,		2,4,  1,1,6,
Peak,		6,6,  0,0,0,
Fine Wood,	2,2,  0,5,1,
Timber,		2,2,  0,5,1,
Swamp,		2,2,  0,0,0,
Furs,		3,2,  4,2,2,
Trade Route,	1,6,  1,5,4,




@GOVERNMENTS
Civil War,		Valiant,	Valiant
Republic,		Noble,		Noble
Late Republic,		Valiant,	Valiant
Military Rule,		Noble,		Noble
Oriental Despotism,	Great King,	Great King
Imperium Romanum,	Imperator,	Imperator
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,		Caesar,		0, 1, 0, Roma,			Roman,		 1,  1, -1,
Vercingetorix,	Verciongetorix,	0, 2, 0, Celtic Tribes,		Celtic,		 1,  1, -1,
Philipp II,	Philipp II,	0, 3, 3, Macedonia,		Macedonian,	 1,  1, -1,
Ramesses,	Ramesses,	0, 4, 2, Egypt,			Egyptian,	 1,  0, -1,
Dareios,	Dareios,	0, 5, 0, Achaemenid Empire,	Persian,	 1,  1, -1,
Hannibal Barca,	Hannibal Barca,	0, 6, 3, Carthage,		Punian,		 1,  1, -1,
Epameinondas,	Epameinondas,	0, 7, 3, Greek Realms,		Greek,		 1, -1,  0,
Caesar,		Caesar,		0, 1, 0, Roma,			Roman,		 1,  1, -1,
Vercingetorix,	Verciongetorix,	0, 2, 0, Celtic Tribes,		Celtic,		 1,  1, -1,
Philipp II,	Philipp II,	0, 3, 3, Macedonia,		Macedonian,	 1,  1, -1,
Ramesses,	Ramesses,	0, 4, 2, Egypt,			Egyptian,	 1,  0, -1,
Dareios,	Dareios,	0, 5, 0, Achaemenid Empire,	Persian,	 1,  1, -1,
Hannibal Barca,	Hannibal Barca,	0, 6, 3, Carthage,		Punian,		 1,  1, -1,
Epameinondas,	Epameinondas,	0, 7, 3, Greek Realms,		Greek,		 1, -1,  0,
Caesar,		Caesar,		0, 1, 0, Roma,			Roman,		 1,  1, -1,
Vercingetorix,	Verciongetorix,	0, 2, 0, Celtic Tribes,		Celtic,		 1,  1, -1,
Philipp II,	Philipp II,	0, 3, 3, Macedonia,		Macedonian,	 1,  1, -1,
Ramesses,	Ramesses,	0, 4, 2, Egypt,			Egyptian,	 1,  0, -1,
Dareios,	Dareios,	0, 5, 0, Achaemenid Empire,	Persian,	 1,  1, -1,
Hannibal Barca,	Hannibal Barca,	0, 6, 3, Carthage,		Punian,		 1,  1, -1,
Epameinondas,	Epameinondas,	0, 7, 3, Greek Realms,		Greek,		 1, -1,  0,

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
Olives,
Wool,
Gold,
Clothing,
Granith,
Fish,
Copper,
Clay,
Wine,
Iron Ore,
Silver,
Spice,
Gems,
Furs,
Fruit,
Oils,


@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
Aedil
Quaestor
Praetor
Consul
Dictator
Imperator

@ATTITUDES
Brotherly
Loyal
Trusting
Receptive
Neutral
Distant
Icy
Hostile
Furious













