;
;   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
2       ; 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
3       ; 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
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Imp Assault Helicopters,4,-2,  U3,  Gen, 1, 0    ; AFl         1
Transistor Radio,       5, 1,  nil, nil, 2, 2    ; Alp         2 Doubles the literacy demographics.
Elite Forces,           3,-2,  Feu, nil, 0, 0    ; Amp
Imp Supersonic Fighters,4, 1,  Sea, Mat, 1, 0    ; Ast
Nuclear Arms Race,      4,-1,  ToG, Phy, 2, 3    ; Ato         5
United States Of America,6,-1, no,   no, 0, 3    ; Aut         6 1/2 of Modern + Increases population based pollution.
Financial Services,     4, 1,  Tra, nil, 2, 1    ; Ban
Modern Bridge Building, 4, 0,  nil, nil, 1, 2    ; Bri         8 Activates construction of roads in river squares.
Improved Aviation Engineering,6,-1,Exp,MP,0,3    ; Bro
Movie Theaters,         5, 0,  nil, nil, 2, 4    ; Cer        10 Activates Temples
Not WEST,               5,-1,  no,   no, 0, 3    ; Che
Anti Personnell Carrier,4,-2,  Feu, nil, 0, 0    ; Chi
Optic Fiber,            4, 1,  Alp, nil, 1, 2    ; CoL
Improved Main Battle Tank,5,-1,Met, Gen, 2, 0    ; CA
Reconnaissance Aircraft,5,-1,  Uni, Exp, 3, 4    ; Cmb        15
[Communism],            5, 0,  no,   no, 3, 0    ; Cmn -      16 GOVERNMENT + Reduces Cathedrals + More partisans
Artificial Satellites,  4,1,   Min, nil, 3, 2    ; Cmp
Tracked APC,            7,-1,  Chi, nil, 0, 0    ; Csc
[Construction],         4, 0,  no,   no, 0, 4    ; Cst        19 Allows settler units to build Fortresses.
Globalization,          4, 0,  Eco, nil, 3, 1    ; Cor        20 Activates Freight Truck?
Currency Zones,         4, 1,  nil, nil, 2, 1    ; Cur
[Democracy],            5, 1,  no,   no, 2, 2    ; Dem -      22 GOVERNMENT + Courthouse happy effect under Democracy
World Economy,          4, 1,  Uni, Ban, 2, 1    ; Eco
Not SOVIET/USA,         4, 0,  no,   no, 0, 3    ; E1
Cellular Phones,        4, 1,  nil, nil, 2, 4    ; E2         25 1/2 of Modern Style + 1 more happy citizen w/ collosseum
Industrial Robots,      4, 0,  Mas, nil, 0, 1    ; Eng
Sustainable Energies,   3, 1,  Rec, SFl, 1, 2    ; Env        27 Decreases population based pollution.
Intelligence Agency,    2,-1,  Cmb, nil, 1, 4    ; Esp
Modern Engineering,     5, 0,  Uni, nil, 1, 2    ; Exp        29 Allows terrain transformation.
Post War Infantry,      4,-1,  nil, nil, 0, 0    ; Feu        30
[Flight],               4,-1,  no,   no, 2, 4    ; Fli        31 Reduces by 1/3 the bonus from caravans. 
[Socialism],            3,-2,  no,   no, 2, 2    ; Fun        32 GOVERNMENT
Tsjernobyl Lesson,      3, 0,  Rec, nil, 3, 3    ; FP         33 Eliminates the threat of Nuclear Power Plant meltdown.
Modern Warfare,         3, 2,  Iro,  NP, 0, 3    ; Gen
[Guerrilla Warfare],    4, 1,  no,   no, 3, 0    ; Gue -      35 Activates Partisans
[Gunpowder],            8,-2,  no,   no, 1, 0    ; Gun -      36 Sells Barracks + 1 more maintenance + 1/2 Renaissance
Post War Tank,          4,-1,  nil, nil, 2, 0    ; Hor
Europe,                 6, 0,  no,   no, 0, 1    ; Ind        38 Ind City Style + Increases population based pollution + Oil       
[Invention],            6, 0,  no,   no, 1, 4    ; Inv        39 1/2 Renaissance People + Reduces by 50% the bonus 
Modern Battlefield Tactics,5,-1,Lab, MP, 0, 3    ; Iro        40
Hydropower,             4,-1,  Mas, Env, 0, 1    ; Lab
Cray Supercomputer,     4, 0,  NF,   MP, 2, 2    ; Las
Not PRO-WESTERNERS,     5,-1,  nil, nil, 0, 3    ; Ldr
Television Satellite,   5, 2,  Wri, CoL, 3, 2    ; Lit        44 Doubles literacy demographics.
Nuclear Powered Ships,  4,-2,  nil,  nil,3, 0    ; Too        45
Fighter-Bombers,        4,-1,  Ast, Eco, 1, 0    ; Mag        46 Increases annual income demographics
Supersonic Flight,      6,-1,  Pot, Alp, 1, 0    ; Map        47 Allows civilizations to exchange maps.
Modern Industries,      4, 1,  nil, nil, 0, 1    ; Mas
Consumer Society,       5, 0,  Cor, Pla, 2, 2    ; MP         49 Increases population based pollution.
Quantum Mechanics,      4,-1,  Alp, Mas, 1, 2    ; Mat        50
Hepatitis-B vaccine,    4, 0,  Phi, Tra, 0, 2    ; Med        51 Decreases disease percentage 50%.
Main Battle Tank,       6,-2,  Whe, ToG, 2, 0    ; Met
Rocketry,               4, 1,  Too, nil, 2, 3    ; Min
[Mobile Warfare],       8,-1,  no,   no, 3, 0    ; Mob -      54 Sells Barracks + 1 more maintenance
[Monarchy],             5, 1,  no,   no, 0, 2    ; Mon -      55 GOVERNMENT
Religious Toleration,   5, 1,  Phi, Mys, 2, 2    ; MT         56 1/3 activates Cathedrals
Integrated Circuit,     4, 0,  Cer, nil, 2, 2    ; Mys        57 Improves Temples + 1/3 activates Cathedrals
[Navigation],           6,-1,  no,   no, 1, 1    ; Nav        58 Reduces triemes floundering + Reduces by 50% the bonus.
Nuclear Weapons Delivery,6,-2, Ato,  MP, 2, 3    ; NF         59 Allows Nukes (w/ manhattan and Roc) + Uranium
Submarine-Based Nukes,  3, 0,  NF,  Too, 3, 0    ; NP         60 1 Extra ship move
Personal Computer,      6, 1,  Mys, Lit, 2, 2    ; Phi        61 Free tech(s) by first civ to discover + 1/2 Renaissance
Microprocessor,         4,-1,  Lit, nil, 1, 2    ; Phy
Nuclear Testing,        4, 1,  Uni, SFl, 3, 3    ; Pla        63 Increases population based pollution.
Infantry Fighting Vehicles,4,0,Tac, Gen, 0, 0    ; Plu
Not CHINA,              4, 0,  no,   no, 0, 3    ; PT         65
Post War Aircraft Design,4,1,  Rad, nil, 1, 0    ; Pot
Jet Engine,             5,-1,  nil, nil, 1, 0    ; Rad        67 Activates airbase construction + Airlift popup if connected with Airport.
[Railroad],             6, 0,  no,   no, 1, 2    ; RR         68 Railroad + city squares to railroad + Reduces 1/3 caravan
Recycling,              2, 1,  MP,  NF,  2, 4    ; Rec
Not COMMUNISTS,         4, 0,  no,  no,  0, 3    ; Ref        70
Modern Fertilizers,     3, 1,  Mas, San, 1, 2    ; Rfg        71 Activates farm building + city squares upgraded to farmland
[Republic],             5, 1,  no,   no, 2, 0    ; Rep -      72 GOVERNMENT
Anti-Aircraft Warfare,  5,-2,  Gen, E2,  1, 0    ; Rob 
Aerospace Engineering,  6,-2,  nil,  nil,3, 2    ; Roc
Public Health Measure,  4, 2,  Med, Eng, 2, 4    ; San        75 Decreases population based pollution.
Supersonic Fighters,    4, 1,  Map, nil, 1, 0    ; Sea        76 Reduces the chances of triremes floundering.
Space Flight,           4, 1,  Cmp, Roc, 3, 2    ; SFl
Portable Surface-to-Air Missile,3,-2,Min,Rob,1,0 ; Sth
Computer-Aided Design,  4,-1,  Phy, Eng, 0, 1    ; SE
Nuclear Powered Supercarriers,4,-1,NP,Las,3,0    ; Stl        80
Non-Proliferation Treaty,4,1,  FP,  Lab, 3, 3    ; Sup       (81 Obsoletes Nukes)
Wheeled APC,            6,-1,  Csc, nil, 0, 0    ; Tac
Audio Cassette,         3, 2,  nil, nil, 2, 4    ; The        83 1/3 activates Cathedrals + Improves Cathedrals by 1
Deterrence Theory,      4, 0,  Uni, Pla, 2, 3    ; ToG
Central Banks,          4, 2,  Cur, CoL, 2, 1    ; Tra        85 Enables the display of demanded trade goods.
Electronic Communication,5,1,  Phy, nil, 1, 4    ; Uni        86 Doubles literacy demographics.
Not SUPERPOWERS,        4,-1,  no,   no, 0, 3    ; War
Early Main Battle Tank, 4,-1,  Hor, nil, 2, 0    ; Whe
Mass Media,             4, 2,  Alp, nil, 2, 2    ; Wri        89 Doubles the literacy demographics.
Computer Age Tech,      1, 0,  Rec, Sup, 0, 3    ; ...        90 Reoccurring technology + Increases game score.
Multi-Fighters,         3, 0,  Mag, Bro, 1, 0    ; U1
Modern Air Force,       3, 0,  U1,  Gen, 1, 0    ; U2
Assault Helicopters,    3, 0,  nil, nil, 1, 0    ; U3
Not NON-ALIGNED,        3, 0,  no,  no,  0, 3    ; X1  
Not ROGUE,              3, 0,  no,  no,  0, 3    ; X2         95
Not WARPAC,             3, 0,  no,  no,  0, 3    ; X3
Not CHINA/SOVIET,       3, 0,  no,  no,  0, 3    ; X4
Not AMERICAN NATO,      3, 0,  no,  no,  0, 3    ; X5
Not EUROPEAN NATO,      3, 0,  no,  no,  0, 3    ; X6   
Not NATO,               3, 0,  no,  no,  0, 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, 
Capitol,                  10, 0,    nil, Eliminates pollution and waste and decreases it in nearby cities.
Army Base,                50, 1,    Feu, Veteran ground units, ground repair in one turn.
Grain Silos,              16, 1,    nil,  of citys food is depleted when it increases size
Movie Theaters,           4,  1,    Cer, Up to 2 disconents are made content
Light Industry,           8,  1,    Cur, Tax and Luxury +50%
Regional Newspaper,       8,  1,    Wri, Science +50%
Secret Police,            8,  1,    nil, Decreases corr. by 50%, city more resistant to diplos. Under Demo. one content becomes happy.
City Fortifications,     30,  0,    nil, Defence 300% vs ground attacks.
Running Water,            8,  2,    nil, Allows grow beyond 8.
Liberalised Economy,      30, 3,    Ban, Luxuries and Tax +50% (after Marketplace)
Grand Place of Worship,   12, 3,    MT,  4 unhappy made content (3 after communism)
Communication Satellite,  16, 3,    Uni, Science +50% (Library)
Public Transport,         16, 4,    MP,  Eliminates pollution caused by population.
Television Network,       10, 4,    Lit, 3 unhappy made content (4 with Electronics)
Heavy Industry,          100, 4,    Mas, Resource production +50%
Modernized Industry,     200, 6,    Eng, +50% resources (with Factory)
[SDI Defense],            20, 4,    no,  No nukes 3 squares from the city
High-Speed Rail,          20, 2,    Rec, Decreases factory pollution
Computer-Aided Industry,  75, 4,    SE,  Factory + 50%
Oil Industry,            100, 4,    nil, Factory +50%, cleaner than power plant
Nuclear Plant,            30, 2,    Pla, Factory +50%, cleaner than power plant, but risk of meltdown before fusion.
School of Economics,      80, 4,    Eco, +50 Luxuries and taxes (after bank)
Modernized Sewer System,  12, 2,    San, City grow beyond 12
Industrial Farms,         15, 3,    Rfg, Collect farm food (+50% food/square)
Superhighways,            35, 5,    Exp, Roads and railroads in city produce +50% trade
Research Lab,             20, 3,    Cmp, Science +50% (after University)
[SAM Missile Battery],    10, 2,    no,  Air and missile defense is doubled
Coastal Fortress,         40, 1,    nil, Sea defense is doubled
Renewable Energy,         40, 4,    Env, Factory oputput +50%, cleaner than all plants.
Fishing Industry,         10, 1,    nil, All sea squares produce one more food
Industrial Port,          50, 3,    Mas, All sea squares produce one shield
Military Airbase,         50, 3,    Rad, Airlift between bases, veteran air units, one turn air repair
Propaganda Centre,        6,  2,    nil, Decreases unhappiness of troops away from the city by 1
Naval Base,               50, 3,    Too, Veteran naval units, one turn naval repair.
[SS Structural],          8,  0,    no,
[SS Component],           16, 0,    no,
[SS Module],              32, 0,    no,
(Currency Reserves),      60, 0,    nil, Production into gold (trade)
Ukrainian farming,        20, 0,    nil, WARPAC, Ukrainian farming (Kiev)
Statue of Liberty,        20, 0,    nil, AME NATO, Statue of Liberty (NYC)
North Sea Oil,            20, 0,    nil, EUR NATO, North Sea Oil (Bergen)
-Lighthouse,              20, 0,    no,  UNUSED FROM BEGINNING
*Great Library,           30, 0,    no,  OBSOLETED OBJECTIVE
French Democratic Ideals, 30, 0,    nil, EUR NATO, Democratic Ideals, (Paris)
*Great Wall,              30, 0,    no,  OBSOLETED OBJECTIVE
Soviet Militarism,        30, 0,    nil, WARPAC, Soviet Militarism (Moskva)
CKD,                      30, 0,    nil, WARPAC, Skoda (Praha)
Western Intelligence,     20, 0,    nil, AME NATO, Western Intelligence (Washington)
Moon Landings,            40, 0,    nil, AME NATO
Soviet Space Agency,      30, 0,    nil, WARPAC, Soviet Space Agency (Moskva)
Nuclear Submarines,       40, 0,    nil, WARPAC, Nuclear Submarines (Murmansk)
Mother Russia Statue,     30, 0,    nil, WARPAC, Leningrad
*Leonardo's Workshop,     40, 0,    no,  OBSOLETED OBJECTIVE
Hollywood,                40, 0,    nil, AME NATO, Hollywood, (Los Angeles)
Soviet Academy of Sciences,40,0,    nil, WARPAC, Soviet Academy of Sciences (Moskva)
European Community,       40, 0,    nil, EUR NATO, European Community (Brssel)
-Darwin's Voyage,         40, 0,    no,  UNUSED FROM BEGINNING
*Statue of Liberty,       40, 0,    no,  OBSOLETED OBJECTIVE
Sino-Soviet Split,        30, 0,    nil, CHINA
Arsenal of Democracy,     60, 0,    nil, AME NATO, Arsenal of Democracy
Caucasus Oil,             60, 0,    nil, WARPAC, Caucasus oil (Baku)
Manhattan Project,        60, 0,    nil, AME NATO, Hiroshima/Nagasaki Legacy
*United Nations,          60, 0,    no,  OBSOLETED OBJECTIVE
[Apollo Program],         60, 0,    no,  Removed
-SETI Program,            60, 0,    no,  UNUSED FROM BEGINNING or WARPAC
Mao's Long March,         60, 0,    nil, CHINA

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ukrainian farming
nil,        ; Statue of Liberty
nil,        ; North Sea Oil
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; French Democratic Ideals
nil,        ; Great Wall
nil,        ; Soviet Militarism
nil,        ; CKD
nil,        ; Western Intelligence
nil,        ; Moon Landings
nil,        ; Soviet Space Agency
nil,        ; Nuclear Submarines
nil,        ; Communist Party HQ
no,         ; Da Vinci's Workshop
nil,        ; The Vatican
nil,        ; Soviet Academy of Sciences
nil,        ; European Community
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Sino-Soviet Split
nil,        ; Arsenal of Democracy
nil,        ; Caucasus Oil
Sup,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Mao's Long March


;
;    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
SAM,                    nil, 0,  1.,0,  0a,11d, 2h,2f, 16,0,  1, Min, 010010000000000 AA
Engineers,              nil, 0,  2.,0,  0a,1d,  1h,1f, 16,0,  5, Exp, 000000000000010 ENG
Centurion,               X6, 0,  2.,0, 28a,17d, 2h,2f, 16,0,  0, Whe, 000001000000000 TANK
Leopard 1,               X6, 0,  2.,0, 30a,18d, 2h,2f, 18,0,  0, Met, 000000000000000 TANK
T-64,                    X3, 0,  2.,0, 27a,17d, 2h,2f, 16,0,  0, Whe, 000001000000000 TANK
M-48 Patton,            Che, 0,  2.,0, 25a,15d, 2h,2f, 14,0,  0, Whe, 000001000000000 TANK
M-60 Patton,             X5, 0,  2.,0, 29a,16d, 2h,2f, 18,0,  0, Met, 000000000000000 TANK
Terrorists,             nil, 0,  2.,0, 30a,10d, 2h,2f, 10,0,  0, no,  001000001000010 TERROR
Guerrillas,              X2, 0,  2.,0,  9a,9d,  2h,2f, 10,0,  0, no,  000001001000010 INF
Tracked APC,            nil, 0,  3.,0, 20a,12d, 2h,2f, 14,0,  0, Csc, 000001001000010 MECH
Wheeled APC,            nil, 0,  4.,0, 20a,14d, 2h,2f, 14,0,  0, Tac, 000000001000010 MOT
IFV,                    nil, 0,  3.,0, 24a,16d, 2h,2f, 18,0,  0, Plu, 000001001000010 IFV
Leopard 2,               X6, 0,  3.,0, 32a,20d, 2h,2f, 22,0,  0, CA,  000000000000000 TANK
M1 Abrams,               X5, 0,  3.,0, 31a,18d, 2h,2f, 22,0,  0, CA,  000000000000000 TANK
T-80,                    X3, 0,  3.,0, 33a,20d, 2h,2f, 20,0,  0, CA,  000000000000000 TANK
Jet Bomber,             nil, 1, 20.,2, 30a,8d,  2h,2f, 20,0,  0, Pot, 000000000000000 BOMB
Fighter-Bomber,         War, 1, 14.,2, 32a,12d, 2h,2f, 18,0,  0, Mag, 000000000000000 FTB
Mobile SP Howitzer,     nil, 0,  2.,0, 26a,10d, 2h,2f, 22,0,  0, Min, 000000001000000 HOW
F-4 Phantom II (Int),   Che, 1, 12.,2, 12a,12d, 2h,2f, 12,0,  3, Sea, 000000000010000 INT
Revolutionists,         nil, 0,  2.,0, 25a,10d, 2h,2f, 10,0,  0, no,  000000001000010 INF
F/A-18 Hornet (Fgt),     X5, 1, 13.,2, 18a,15d, 2h,2f, 12,0,  3, U2,  000000000010000 FGT
F-15 Eagle (Fgt),        X5, 1, 14.,2, 14a,12d, 2h,2f, 12,0,  3, Ast, 000000000010000 FGT
F-16 Fighting Falcon (MFgt),X7,1,16.,2,16a,16d, 2h,2f, 12,0,  3, U1,  000000000010000 MFGT
Rogue Troops,            X2, 0,  2.,0,  9a,9d,  2h,2f,  4,0,  1, Feu, 000000001000000 INF
Eurofighter Typhoon (MFgt),X6,1,15.,2, 18a,18d, 2h,2f, 16,0,  3, U2,  000000000010000 MFGT
Surface-To-Air Missile, nil, 0,  2.,0,  0a,10d, 2h,2f, 20,0,  1, Sth, 010010000000000 AA
Howitzer,               nil, 0,  1.,0, 30a,1d,  2h,2f, 20,0,  0, Min, 000000001000000 HOW
Sukhoi Su-17 (Fgt),     Ref, 1, 12.,2, 12a,10d, 2h,2f, 12,0,  3, Sea, 000000000010000 FGT
Mikoyan Mig-21 (Int),    X4, 1, 12.,2, 10a,12d, 2h,2f, 12,0,  3, Sea, 000000000010000 INT
Mikoyan Mig-25 (Int),    X4, 1, 14.,2, 12a,14d, 2h,2f, 12,0,  3, Ast, 000000000010000 INT
Sukhoi Su-27 (MFgt),     X3, 1, 17.,2, 17a,17d, 2h,2f, 12,0,  3, U1,  000000000010000 MFGT
Mikoyan Mig-29 (Fgt),    X4, 1, 14.,2, 18a,15d, 2h,2f, 12,0,  3, U2,  000000000010000 FGT
Attack Helicopter,      AFl, 1,  6.,0, 20a,8d,  2h,2f, 10,0,  0, U3,  100000000000001 HELI
Helicopter Gunship,     nil, 1,  8.,0, 30a,10d, 2h,2f, 14,0,  0, AFl, 100000000000001 HELI
Bulk Carrier,           nil, 2, 15.,0,  0a,1d,  2h,2f, 18,3,  4, Too, 000000000000000 TRANSP
Container Ship,         War, 2, 16.,0,  0a,1d,  2h,2f, 22,6,  4, Eco, 000000000000000 TRANSP
Destroyer,              War, 2, 14.,0, 18a,18d, 2h,2f, 20,0,  2, Too, 100000000000001 DESTROY
Frigate,                War, 2, 14.,0, 21a,20d, 2h,2f, 30,0,  2, Too, 000000000000001 CRUISE
AEGIS Cruiser,          War, 2, 14.,0, 26a,25d, 3h,3f, 40,0,  2, Too, 010000000000001 ACRUISE
Soviet NP Submarine,     X3, 2, 13.,0, 15a,15d, 2h,2f, 20,0,  0, Too, 000000000001001 SOV SUB
NP Submarine,           War, 2,  9.,1, 14a,14d, 2h,2f, 18,0,  0, Too, 000000000001001 SUB
Aircraft Carrier,       War, 2, 14.,0,  0a,16d, 2h,2f, 45,0,  2, Too, 010000010000001 CARRIER
NP Supercarrier,        War, 2, 18.,0,  0a,25d, 2h,2f, 50,0,  2, Stl, 010000010000001 CARRIER
Cruise Missile,         War, 1, 15.,1, 30a,5d,  2h,2f, 10,0,  0, NP,  001000000000000 MSL
MRBM,                   War, 1, 25.,1, 99a,0d,  1h,1f, 45,0,  0, NF,  001000000000000 NUKE
ICBM,                   E1,  1, 60.,1, 99a,0d,  1h,1f, 90,0,  0, NF,  001000000000000 NUKE
Security Forces,        War, 0,  3.,0, 12a,6d,  2h,2f,  6,0,  1, Feu, 000000000000010 INF
Secret Agent,           War, 0,  2.,0,  0a,0d,  1h,1f, 12,0,  6, Esp, 000000000000011 SPY
T-55,                   Ref, 0,  2.,0, 26a,16d, 2h,2f, 16,0,  0, Whe, 000001000000000 TANK
Freight,                nil, 0,  2.,0,  0a,1d,  2h,2f, 14,0,  7, Cor, 000000000000010 TRADE
T-72,                    X4, 0,  2.,0, 32a,16d, 2h,2f, 16,0,  0, Met, 000000000000000 TANK
Long Range Heavy Bomber,E1,  1, 55.,2, 38a,12d, 2h,2f, 32,0,  0, Pot, 000000000000000 BOMB
Close Ground Support (Bomb),nil,1,18.,2,32a,14d,2h,2f, 14,0,  0, U2,  000000000000000 FTB
Marines,                War, 0,  2.,0, 16a,8d,  2h,2f, 16,0,  0, Amp, 000000001000100 MARINE
Non-Aligned Inf.,        X1, 0,  1.,0, 12a,10d, 2h,2f,  6,0,  1, Feu, 000000001000000 INF
Light Troops,            PT, 0,  3.,0, 12a,10d, 2h,2f,  6,0,  1, Feu, 000000001000010 INF
Reconnaissance Aircraft,War, 1, 20.,0,  0a,1d,  1h,1f, 14,0,  3, Cmb, 000000000001001 REC
Paratroopers,           War, 0,  2.,0, 14a,9d,  2h,2f, 16,0,  0, Amp, 000000101000010 PARA
Heavy Troops,            X4, 0,  2.,0, 18a,14d, 2h,2f, 10,0,  1, Feu, 000000001000010 INF
Heavy Troops,            X7, 0,  2.,0, 20a,12d, 2h,2f, 12,0,  1, Feu, 000000001000010 INF
Light Troops,            X3, 0,  3.,0, 14a,8d,  2h,2f,  6,0,  1, Feu, 000000001000010 INF
Light Troops,            X7, 0,  3.,0, 14a,8d,  2h,2f,  8,0,  1, Feu, 000000001000010 INF

;
; 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,              2,3,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  no,   ; Drt
Plains,              1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  no,   ; Pln
Grassland,           1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  no,   ; Grs
Forest,              2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,   ; For
Hills,               2,3,  1,0,0,   yes, 1,10, 0,   yes, 5,10,  1,  no,   ; Hil
Mountains,           3,6,  0,1,0,   no,  3,10, 0,   yes, 2,10,  6,  no,   ; Mou
Subarctic,     	     2,4,  2,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  no,   ; Tun
Industrial Sector,   2,4,10,10,10,  no,  0, 0, 0,   yes, 5,10,  1,  no,   ; Gla
Swamp,               2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,   ; Swa
Jungle,              2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,   ; Jun
Ocean,               1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Oce
Desert Village,      1,3,  3,1,0,
Chemical Facilities, 1,2,  1,3,6,
Grassland,           1,2,  2,1,0,
Paper Mill,          2,2,  1,2,4,
Factory Complexes,   2,3,  1,6,3,
Coal Working,        3,6,  0,6,4,
Coal,                1,4,  3,1,0,
Super Industries,    1,4, 15,15,15,
Turf,                2,3,  3,2,2,
Rubber,              2,4,  4,0,10,
Trade Route,         1,2,  2,0,8,
Oil,                 1,2,  2,4,20,
Factory Complexes,   1,2,  3,5,2,
Grassland,           1,2,  2,1,0,
Mill,                2,2,  1,4,2,
Industrialized Mine, 2,3,  1,6,3,
Ruhr/Ural Industry,  3,4,  0,30,60,
Minerals,            1,4,  0,2,3,
Super Industries,    1,4, 15,15,15,
Turf,                2,3,  3,2,2,
Rubber,              2,4,  4,0,10,
Fisheries,           1,2,  4,2,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
(Despotism),    Emperor,     Empress
Military Junta, Military Junta,Military Junta
Communism,      Premier,     Premier
Socialism,      High Priest, High Priestess
Democracy,      President,President
(Democracy),    President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  0,  0,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  0,  0,  0,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1,  1, -1,     4, Comandante, Comandante, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  0,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, President, President
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  0,  0,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  1,     2, Leader, Leader,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     0,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        0,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      0,  0,  0,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0,  0,  0,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  0,     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,      0,  0,  0,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,      0,  0,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    0,  0, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      0,  0,  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,  0,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian,0, 0,  0,
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
Armaments,
Chemicals,
Lumber,
Copper,
Gold,
Industrial Equipment,
Aluminium,
Coal,
Synthetics,
Electronics,
Textiles,
Wheat,
Energy,
Steel,
Iron Ore,
Petroleum Products,


@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













