;
;   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)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
30      ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
100     ; Percent shield penalty for production type change
12      ; 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
Crusader Mk I,      4,-2,  nil, no,  0, 0    ; AFl		 1
Hurricane Fighter,  5, 1,  nil, no,  0, 0    ; Alp		 2
Crusader Mk III,    3,-2,  nil, no,  0, 0    ; Amp
M3 Stuart,          4, 1,  nil, no,  0, 0    ; Ast
Macchi C.200 Saetta,4,-1,  nil, no,  1, 0    ; Ato		 5
1/2 of Modern,      6,-1,  no,   no, 0, 2    ; Aut		 6 1/2 of Modern
Wellington,         4, 1,  nil, no,  0, 0    ; Ban
[Bridge Building],  4, 0,  no,   no, 0, 4    ; Bri		 8 [Bridge building]
Bristol Blenheim,   6,-1,  nil, no,  0, 0    ; Bro
Activates Temples,  5, 0,  nil, nil, 2, 1    ; Cer		10 Activates Temples
Luftwaffe Infantry, 5,-1,  nil, no,  0, 1    ; Che
Panzergrendier,     4,-2,  nil, no,  0, 1    ; Chi
Paratrooper,        4, 1,  nil, no,  0, 1    ; CoL		13 Code of Laws
Erwin Rommel,       5,-1,  nil, no,  0, 1    ; CA (Mob)
Bernhard Montgomery,5,-1,  nil, no, 0, 0    ; Cmb		15
(Communism),        5, 0,  no,   no, 3, 3    ; Cmn		16 GOVERNMENT - Reduces Cathedrals
Fortress,           4, 1,  nil, no,  1, 1    ; Cmp
Minefields,         7,-1,  nil, no,  1, 1    ; Csc
[Construction],     4, 0,  no,   no, 0, 4    ; Cst *		19 Build Stackable
[The Corporation],  4, 0,  no,   no, 2, 1    ; Cor		20 Activates Freight Truck?
He-111,             4, 1,  nil, no,  0, 1    ; Cur
(Democracy),        5, 1,  no,   no, 2, 2    ; Dem		22 GOVERNMENT - Courthouse happy effect
German Motorsycle,  4, 1,  nil, no,  0, 1    ; Eco
CV.33,              4, 0,  nil, no,  1, 0    ; E1
1/2 of Modern Style,4, 1,  no,   no, 0, 2    ; E2		25 1/2 of Modern Style
88mm AT Flak Cannon,4, 0,  nil, no,  0, 1    ; Eng
Polish Inf. Bat.,   3, 1,  nil, no,  0, 0    ; Env
Bunker,             2,-1,  nil, no,  1, 1    ; Esp (Cmn)
Pzkpfw II,          5, 0,  nil, no,  0, 1    ; Exp
Vickers MK VIB,     4,-1,  nil, no,  0, 0    ; Feu 		30
25-Pdr Field Gun,   4,-1,  nil, no,  0, 0    ; Fli
(Fundamentalism),   3,-2,  no,   no, 3, 3    ; Fun		32 GOVERNMENT
Italian Artillery,  3, 0,  nil, no,  1, 0    ; FP
75mm Field Gun,     3, 2,  nil, no,  0, 1    ; Gen
[Guerrilla Warfare],4, 1,  no,   no, 3, 0    ; Gue		35
[Gunpowder],        8,-2,  no,   no, 1, 0    ; Gun		36 Sells Barracks - 1/2 Renais. People style
2-Pdr AT Gun,       4,-1,  nil, no,  0, 0    ; Hor
Industrial City Style,6,0, no,  no,  1, 4    ; Ind		38 Industrial City Style
[blh],             6, 0,  no,  no,  2, 1    ; Inv		39 1/2 Renaissance People style
6-Pdr AT Gun,       5,-1,  nil, no,  0, 0    ; Iro		40
Hurri Bomber,       4,-1,  nil, no,  0, 0    ; Lab
Cruiser Mk IV,      4, 0,  nil, no,  0, 0    ; Las
M4 Sherman,         5,-1,  nil, no,  0, 0    ; Ldr (Gun)
P40 Ground Attack,  5, 2,  nil, no,  0, 0    ; Lit
B-24,               4,-2,  nil, no,  0, 0    ; Too		45
Ju-87,              4,-1,  nil, no,  0, 1    ; Mag
Pzkpfw III,         6,-1,  nil, no,  0, 1    ; Map
Pzkpfw IVD,         4, 1,  nil, no,  0, 1    ; Mas
Pzkpfw IVG,         5, 0,  nil, no,  0, 1    ; MP
Me-109,             4,-1,  nil, no,  0, 1    ; Mat		50
MK II Matilda,      4, 0,  nil, no,  0, 0    ; Med
M3 Grant,           6,-2,  nil, no,  0, 0    ; Met (gun)
CV.35,              4, 1,  nil, no,  1, 0    ; Min
[Mobile Warfare],   8,-1,  no,   no, 3, 0    ; Mob		56 Sells Barracks
(Monarchy),         5, 1,  no,   no, 3, 3    ; Mon		55 GOVERNMENT
M7 Priest SP,       5, 1,  nil, no,  0, 0    ; MT
Improves Temples,   4, 0,  Cer, nil, 1, 3    ; Mys		57 Improves Temples
SM.79 Sparviero,    6,-1,  nil, no,  1, 0    ; Nav
Unused,             6,-2,  nil, nil, 3, 1    ; NF
[Nuclear Power],    3, 0,  no,   no, 2, 4    ; NP		60 Extra ship move
[Philosophy],       6, 1,  no,   no, 0, 0    ; Phi		61 Free tech(s)
Reconaissance,      4,-1,  nil, no,  3, 1    ; Phy *
7th Cruiser Mk IV,  4, 1,  nil, no,  0, 0    ; Pla
M13/40,             4, 0,  nil, no,  1, 0    ; Plu
Garrison,           4, 0,  nil, no,  0, 0    ; PT		65
7th Crusader Mk I,  4, 1,  nil, no,  0, 0    ; Pot
[Radio],            5,-1,  no,   no, 3, 4    ; Rad		67 [Airbase construction]
[Railroad],         6, 0,  no,   no, 2, 1    ; RR		68 [Railroad]
7th Crusader Mk III,2, 1,  nil, no,  0, 0    ; Rec
7th MK II Matilda,  4, 0,  nil, nil, 0, 0    ; Ref		70
[Refrigeration],    3, 1,  no,   no, 1, 3    ; Rfg *		71 Double-irrigation allowed
(The Republic),     5, 1,  no,   no, 3, 3    ; Rep		72 GOVERNMENT
Valentine Mk III,   5,-2,  nil, no,  0, 0    ; Rob
Free French Inf. Bat,6,-2, nil, no,  0, 0    ; Roc
Australian Inf. Bat.,4,2,  nil, no,  0, 0    ; San		75
Italian Inf. Bat.,  4, 1,  nil, no,  1, 0    ; Sea
German Schtze Bat.,4, 1,  nil, no,  0, 1    ; SFl
Indian Inf. Bat.,   3,-2,  nil, no,  0, 0    ; Sth
German Machin.-Bat.,4,-1,  nil, no,  0, 1    ; SE
N. Zealand Inf. Bat.,4,-1, nil, no,  0, 0    ; Stl		80
Italian Bersag. Bat.,4,1,  nil, no,  1, 0    ; Sup
British Guards Bat.,6,-1,  nil, no,  0, 0    ; Tac
Improves Cathedrals,3, 2,  nil, no,  0, 2    ; The		83 Improves Cathedrals
British Regular Bat.,4,0,  nil, no,  0, 0    ; ToG
[Trade],            4, 2,  no,  no,  2, 1    ; Tra		85 Activates Trading
British Territ. Bat.,5,1,  nil, no,  0, 0    ; Uni
S. African Inf. Bat.,4,-1, nil, no,  0, 0    ; War
Unused,             4,-1,  nil, nil, 2, 1    ; Whe
Unused,             4, 2,  nil, nil, 0, 3    ; Wri *
Future Tech,        1, 0,  Sth, nil, 3, 4    ; ...		90
War Tech 1,         3, 0,  nil, nil, 3, 1    ; U1
War Tech 2,         3, 0,  nil, nil, 3, 3    ; U2
War Tech 3,         3, 0,  nil, nil, 1, 3    ; U3
War Tech 4,         3, 0,  nil, nil, 1, 3    ; X1
War Tech 5,         3, 0,  nil, nil, 1, 3    ; X2		95
War Tech 6,         3, 0,  nil, nil, 1, 3    ; X3
War Tech 7,         3, 0,  nil, nil, 1, 3    ; X4
War Tech 8,         3, 0,  nil, nil, 1, 3    ; X5
War Tech 9,         3, 0,  nil, nil, 1, 4    ; X6
War Tech 10,        3, 0,  nil, nil, 3, 3    ; X7		100

;
; 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,
Army Headquarters,        10, 0,    nil,
Repair Depot,             13, 1,    nil,
Supply Depot,             7,  1,    nil,
Electricity,              5,  1,    nil,
Supply Request,           9,  1,    nil,
[Library],                8,  1,    no,
[Military Court],         9,  1,    no,
Fortifications,           14, 0,    nil,
City Reparations,         9,  2,    nil,
Supply Base,              13, 3,    nil,
Propaganda Centre,        12, 3,    nil,
[University],             16, 3,    no,
[Mass Transit],           16, 4,    no,
Cinema,                   11, 4,    nil,
(**Industrialized),       40, 4,    no,
(**Ammunition Factory),   60, 6,    no,
[SDI Defense],            20, 4,    no,
[Recycling Center],       20, 2,    no,
(**Advanced Machine Tools),30,4,    no,
(**Hydro Plant),          24, 4,    no,
[Nuclear Plant],          16, 2,    no,
Supply Line,              17, 4,    nil,
City Renewal,             13, 2,    nil,
Industrial Farming,        9, 3,    nil,
Improved Infrastructure,  21, 5,    nil,
[Research Centre],        16, 3,    no,
[SAM Missile Battery],    10, 2,    no,
[Coastal Fortifications],  9, 1,    no,
(**Chemical Industry),    20, 4,    no,
Equipment Convoys,         7, 1,    nil,
(**Industrial Port),      40, 3,    no,
[Airport],                16, 3,    no,
*Military Police,         7,  2,    nil,
[Naval Base],             9,  3,    no,
[SS Structural],          8,  0,    no,
[SS Component],           16, 0,    no,
[SS Module],              32, 0,    no,
( Supplying ),            60, 0,    nil,
The Alexandria Convoy,    20, 0,    nil,
Gazala Line,              20, 0,    nil,
Benghazi Harbour,         20, 0,    nil,
[Lighthouse],             20, 0,    no,
[Great Library],          30, 0,    no,
Rommel's First Offensive, 30, 0,    nil,
[Great Wall],             30, 0,    no,
[Sun Tzu's War Academy],  30, 0,    no,
8th Army HQ,              30, 0,    nil,
[Marco Polo's Embassy],   20, 0,    no,
[Michelangelo's Chapel],  40, 0,    no,
[Copernicus' Observatory],30, 0,    no,
[Magellan's Expedition],  40, 0,    no,
Alamein Line,             30, 0,    nil,
[Leonardo's Workshop],    40, 0,    no,
Fortress Tobruk,          40, 0,    nil,
[Isaac Newton's College], 40, 0,    no, *
Suez Canal,               40, 0,    nil,
[Darwin's Voyage],        40, 0,    no,
[Statue of Liberty],      40, 0,    no,
[Eiffel Tower],           30, 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, *
Rommel in Africa,         60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Crusader Mk I,                  nil, 0,  4.,0, 14a,13d, 2h,2f, 12,0,  0, AFl, 000000001000000 *
Hurricane Fighter,              nil, 1, 17.,2, 10a, 9d, 3h,2f, 18,0,  3, Alp, 000000000010000 -
Crusader Mk III,                nil, 0,  4.,0, 15a,14d, 2h,2f, 14,0,  0, Amp, 000000001000000 *
M3 Stuart,                      nil, 0,  5.,0, 14a,14d, 2h,2f, 14,0,  0, Ast, 000000001000000 *
Italian Macchi C.200 Saetta,    nil, 1, 17.,2,  9a, 8d, 3h,2f, 18,0,  3, Ato, 000000000010000 -
British Wellington,             nil, 1, 23.,2, 23a, 8d, 2h,3f,  4,0,  0, Ban, 000000000000000 -
British Bristol Blenheim,       nil, 1, 20.,0, 21a, 6d, 2h,3f,  2,0,  0, Bro, 000000000000000 -
German Luftwaffe Infantry,      nil, 0,  4.,0, 13a,13d, 3h,2f, 12,0,  0, Che, 000000001000010 *
German Panzergrendier,          nil, 0,  4.,0, 16a,15d, 3h,2f, 14,0,  0, Chi, 000000001000010 *
Italian Paratrooper,            nil, 0,  2.,0, 11a,11d, 2h,2f, 10,0,  0, CoL, 000000001000010 *
Erwin Rommel,                   nil, 0,  4.,0, 20a,20d, 2h,2f, 30,0,  0, CA,  000000001000010 *
Bernhard Montgomery,            nil, 0,  4.,0, 20a,20d, 2h,2f, 30,0,  0, Cmb, 000000001000010 *
Fortress,                       nil, 0,  0.,0,  0a,16d, 3h,2f, 20,0,  1, Cmp, 000000001000000 F
Minefields,                     nil, 0,  0.,0,  0a,15d, 2h,3f, 12,0,  1, Csc, 000000000000000 *
German He-111,                  nil, 1, 24.,2, 24a, 8d, 2h,3f,  5,0,  0, Cur, 000000000000000 -
German Recon. Motorsycle Bat.,  nil, 0,  4.,0,  0a, 0d, 2h,1f, 10,0,  0, Eco, 000000001000011 *
Italian ITA CV.33,              nil, 0,  4.,0, 11a,11d, 2h,2f,  9,0,  0, E1,  000000001000000 *
German 88mm AT Flak Cannon (mot),nil,0,  3.,0, 13a,15d, 3h,2f, 16,0,  0, Eng, 000000001000000 *
Polish Inf. Battalion (mot),    nil, 0,  4.,0,  9a, 8d, 2h,2f,  4,0,  0, Env, 000000001000010 *
Bunker,                         nil, 0,  0.,0,  0a,14d, 3h,2f, 20,0,  1, Esp, 000000001000000 F
German Pzkpfw II,               nil, 0,  4.,0, 14a,12d, 2h,2f, 14,0,  0, Exp, 000000001000010 *
British Vickers MK VIB,         nil, 0,  4.,0, 11a,11d, 2h,2f,  8,0,  0, Feu, 000000001000000 *
25-Pdr Field Gun (mot),         nil, 0,  3.,0, 15a,10d, 2h,3f, 15,0,  0, Fli, 000000001000000 *
Italian Artillery,              nil, 0,  2.,0, 12a, 9d, 2h,3f, 11,0,  0, FP,  000000001000000 *
German 75mm Field Gun (mot),    nil, 0,  3.,0, 13a,12d, 2h,3f, 13,0,  0, Gen, 000000001000000 *
2-Pdr AT Gun (mot),             nil, 0,  3.,0,  9a,11d, 3h,2f, 11,0,  0, Hor, 000000001000000 *
6-Pdr AT Gun (mot),             nil, 0,  3.,0, 11a,13d, 3h,2f, 13,0,  0, Iro, 000000001000000 *
Hurri Bomber,                   nil, 1, 14.,2, 20a, 7d, 3h,2f,  6,0,  0, Lab, 000000000000000 -
Cruiser Mk IV,                  nil, 0,  4.,0, 12a,12d, 2h,2f, 10,0,  0, Las, 000000001000000 *
M4 Sherman,                     nil, 0,  4.,0, 17a,15d, 2h,2f, 20,0,  0, Ldr, 000000001000000 *
P40 Ground Attack,              nil, 1, 15.,2, 22a, 8d, 3h,2f, 18,0,  0, Lit, 000000000000000 -
B-24,                           nil, 1, 25.,2, 25a, 7d, 2h,3f, 16,0,  0, Too, 000000000000000 -
German Ju-87 Diver Bomber,      nil, 1, 16.,2, 22a, 8d, 3h,2f, 18,0,  0, Mag, 000000000000000 -
German Pzkpfw III,              nil, 0,  4.,0, 16a,14d, 2h,2f, 16,0,  0, Map, 000000001000010 *
German Pzkpfw IVD,              nil, 0,  4.,0, 18a,16d, 2h,2f, 18,0,  0, Mas, 000000001000010 *
German Pzkpfw IVG,              nil, 0,  4.,0, 20a,18d, 2h,2f, 20,0,  0, MP,  000000001000010 *
German Me-109,                  nil, 1, 19.,2, 10a, 9d, 3h,2f, 18,0,  3, Mat, 000000000010000 -
MK II Matilda,                  nil, 0,  4.,0, 15a,12d, 2h,2f, 16,0,  0, Med, 000000001000000 *
M3 Grant,                       nil, 0,  4.,0, 16a,14d, 2h,2f, 18,0,  0, Met, 000000001000000 *
Italian CV.35,                  nil, 0,  4.,0, 12a,12d, 2h,2f, 11,0,  0, Min, 000000001000000 *
M7 Priest SP,                   nil, 0,  4.,0, 15a,14d, 2h,3f, 16,0,  0, MT,  000000001000000 *
Italian SM.79 Sparviero,        nil, 1, 24.,2, 20a, 6d, 2h,3f, 25,0,  0, Nav, 000000000000000 -
Reconaissance,                  nil, 0,  4.,0,  0a, 0d, 2h,1f, 10,0,  0, Phy, 000000001000011 *
7th Armd Div Cruiser Mk IV,     nil, 0,  4.,0, 14a,11d, 2h,2f, 11,0,  0, Pla, 000000001000010 *
Italian M13/40,                 nil, 0,  4.,0, 13a,12d, 2h,2f, 12,0,  0, Plu, 000000001000000 *
Garrison,                       nil, 0,  0.,0,  6a, 6d, 1h,1f,  4,0,  1, PT,  000000001000000 *
7th Armd Div Crusader Mk I,     nil, 0,  4.,0, 14a,13d, 2h,2f, 13,0,  0, Pot, 000000001000010 *
7th Armd Div Crusader Mk III,   nil, 0,  4.,0, 15a,14d, 2h,2f, 15,0,  0, Rec, 000000001000010 *
7th Armd Div MK II Matilda,     nil, 0,  4.,0, 15a,12d, 2h,2f, 17,0,  0, Ref, 000000001000010 *
Infantry Tank III Valentine,    nil, 0,  4.,0, 14a,14d, 3h,2f,  5,0,  0, Rob, 000000001000000 *
Free French Inf. Bat. (mot),    nil, 0,  4.,0,  9a, 8d, 2h,2f,  6,0,  0, Roc, 000000001000010 *
Australian Inf. Battalion (mot),nil, 0,  4.,0,  9a, 9d, 2h,2f,  7,0,  0, San, 000000001000010 *
Italian Inf. Battalion,         nil, 0,  2.,0,  7a, 6d, 2h,2f,  5,0,  0, Sea, 000000001000010 *
German Schtze Bataillon (mot), nil, 0,  4.,0, 10a, 9d, 2h,2f,  8,0,  0, SFl, 000000001000010 *
Indian Inf. Battalion (mot),    nil, 0,  4.,0,  9a, 8d, 2h,2f,  6,0,  0, Sth, 000000001000010 *
German Machinengewehr-Bat. (mot),nil,0,  4.,0, 12a,11d, 2h,2f, 10,0,  0, SE,  000000001000010 *
New Zealand Inf. Bat. (mot),    nil, 0,  4.,0, 10a, 8d, 2h,2f,  7,0,  0, Stl, 000000001000010 *
Italian Bersaglieri Bat. (mot), nil, 0,  4.,0,  9a, 8d, 2h,2f,  4,0,  0, Sup, 000001001000010 *
British Guards Battalion (mot), nil, 0,  4.,0, 12a,11d, 2h,2f, 10,0,  0, Tac, 000000001000010 *
British Regular Battalion (mot),nil, 0,  4.,0, 10a, 9d, 2h,2f,  8,0,  0, ToG, 000000001000010 *
British Territorial Bat. (mot), nil, 0,  4.,0,  8a, 7d, 2h,2f,  5,0,  0, Uni, 000000001000010 *
South African Inf. Bat. (mot),  nil, 0,  4.,0,  9a, 8d, 2h,2f,  6,0,  0, War, 000000001000010 *

;
; 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
Hot Desert,    2,2,  0,0,0,   no, 1, 5, 5,   no, 1, 5,  3,  no,   ; Drt
Semi Desert,   1,2,  1,0,0,   no, 1, 5, 1,   no, 0,15,  0,  no,   ; Pln
Nile Delta,    1,2,  3,0,1,   no, 2, 5, 2,   no, 0,10,  0,  no,   ; Grs
River,         2,3,  2,0,1,   no, 1, 5, 2,   no, 0,10,  0,  no,   ; For
Hills,         2,2,  1,0,0,   no, 1,10, 0,   no, 3,10,  1,  no,   ; Hil
Height,        3,3,  0,0,0,   no, 1,10, 0,   no, 1,10,  6,  no,   ; Mou
Barbed Wire,   1,3,  0,0,0,   no, 1, 5, 2,   no, 0, 0,  0,  no,   ; Tun
Shrubs,        2,3,  1,0,0,   no, 0, 0, 0,   no, 1,15,  3,  no,   ; Gla
Anti Tank Ditches,2,2,0,0,0,  no, 2, 5, 2,   no, 0, 0,  0,  no,   ; Swa
Temp Grassland,1,2,  2,0,0,   no, 1, 5, 2,   no, 0,10,  0,  no,   ; Jun
Ocean,         1,2,  1,0,2,   no, 0, 0, 0,   no, 0, 0,  0,  no,   ; Oce
Settlement,    2,2,  3,0,0,
Trade Route,   1,2,  1,0,4,
Grassland,     1,2,  2,0,0,
Removed,       2,3,  3,0,0,
Coal Mine,     3,2,  0,0,4,
Copper Mine,   2,3,  0,0,6,
Barbed Wire,   2,3,  0,0,0,
Shrubs,        2,3,  1,0,0,
Anti Tank Ditches,2,3,0,0,0,
Olive Farm,    2,2,  2,0,4,
Fisheries,     1,2,  3,0,2,
Oasis,         2,2,  4,0,0,
Fertile Ground,1,2,  3,0,1,
Grassland,     1,2,  2,0,0,
Removed,       2,3,  1,0,3,
Iron Mine,     2,2,  1,0,6,
Sheeps,        3,6,  4,0,0,
Barbed Wire,   2,3,0,0,0,
Shrubs,        2,3,  1,0,0
Anti Tank Ditches,2,3,0,0,0,
Cattle,        1,2,  4,0,1,
Supply Route,  1,2,  2,0,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Army HQ,        C-in-C,      C-in-C
[Fundamentalism],High Priest, High Priestess
[Republic],     Consul,      Consul
[Democracy],    President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1,  1, -1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 3, Egyptians,   Egyptian,   -1, -1,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 3, Greeks,      Greek,      -1, -1,  1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  1,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 2, French,      French,     -1, -1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 1, Chinese,     Chinese,     1,  0, -1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     1,  1, -1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



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


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


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













