;
;   CIVILIZATION GAME DATA 8/6/98
;   Copyright (c) 1999 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
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
0       ; # 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)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
10      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
50      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
8       ; Monarchy  pays support for all units past this (max 8)
8       ; Communism pays support for all units past this (max 8)
10      ; Fundamentalism pays support for all units past this (max 8)
0       ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
0       ; Percent shield penalty for production type change
8       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
1	; Value of each citizen to the Civilization Score.
20	; Value of each wonder to the Civilization Score.
1	; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success) 
-10	; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile. 
1	; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
5	; Value to the Civilization Score of each future tech researched.
0	; Penalty assessed to Civilization Score each time player betrays another race.
-1	; Cost to Civilization Score (+ or -) for each unit destroyed.
11111111	; bitmask for goodie huts, right bit =map0, 0=no goodie huts
1    ; 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
;
@CIVILIZE
Not Used,           0, 0,  no,  no,  0, 0    ; AFl	0
Not Used,           0, 0,  no,  no,  0, 0    ; Alp
Tank Battery B,     0, 0,  RR,  nil, 2, 0    ; Amp	2
Not Used,           0, 0,  no,  no,  0, 0    ; Ast
Not Used,           0, 0,  no,  no,  0, 0    ; Ato
Dalek Invasion Plan,0, 0,  RR,  nil, 0, 0    ; Aut	5
Not Used,           0, 0,  no,  no,  0, 0    ; Ban
Not Used,           0, 0,  no,  no,  0, 0    ; Bri
Not Used,           0, 0,  no,  no,  0, 0    ; Bro
Not Used,           0, 0,  no,  no,  0, 0    ; Cer
Not Used,           0, 0,  no,  no,  0, 0    ; Che	10
Gun Battery B,      0, 0,  RR,  nil, 2, 0    ; Chi	11
Not Used,           0, 0,  no,  no,  0, 0    ; CoL
Not Used,           0, 0,  no,  no,  0, 0    ; CA
Not Used,           0, 0,  no,  no,  0, 0    ; Cmb
Not Used,           0, 0,  no,  no,  0, 0    ; Cmn	15
Not Used,           0, 0,  no,  no,  0, 0    ; Cmp
Tank Battery A,     0, 0,  RR,  nil, 2, 0    ; Csc	17
Not Used,           0, 0,  no,  no,  0, 0    ; Cst
Not Used,           0, 0,  no,  no,  0, 0    ; Cor
Not Used,           0, 0,  no,  no,  0, 0    ; Cur	20
Not Used,           0, 0,  no,  no,  0, 0    ; Dem
Not Used,           0, 0,  no,  no,  0, 0    ; Eco
Not Used,           0, 0,  no,  no,  0, 0    ; E1
Extermination Force,0, 0,  RR,  nil, 0, 0    ; E2	24
Not Used,           0, 0,  no,  no,  0, 0    ; Eng	25
Not Used,           0, 0,  no,  no,  0, 0    ; Env
Not Used,           0, 0,  no,  no,  0, 0    ; Esp
Dalek Weapons,      0, 0,  RR,  nil, 3, 0    ; Exp	28
Not Used,           0, 0,  no,  no,  0, 0    ; Feu
Not Used,           0, 0,  no,  no,  0, 0    ; Fli	30
War Command,        0, 0,  RR,  nil, 0, 0    ; Fun
Not Used,           0, 0,  no,  no,  0, 0    ; FP
Not Used,           0, 0,  no,  no,  0, 0    ; Gen
UNIT Garrison,      0, 0,  RR,  nil, 1, 0    ; Gue	34
Not Used,           0, 0,  no,  no,  0, 0    ; Gun	35
Gun Battery A,      0, 0,  RR,  nil, 2, 0    ; Hor	36
UNIT Command,       0, 0,  RR,  nil, 1, 0    ; Ind	37
Not Used,           0, 0,  no,  no,  0, 0    ; Inv
Not Used,           0, 0,  no,  no,  0, 0    ; Iro
Not Used,           0, 0,  no,  no,  0, 0    ; Lab	40
Not Used,           0, 0,  no,  no,  0, 0    ; Las
Gun Battery C,      0, 0,  RR,  nil, 2, 0    ; Ldr	42
Not Used,           0, 0,  no,  no,  0, 0    ; Lit
Not Used,           0, 0,  no,  no,  0, 0    ; Too
Not Used,           0, 0,  no,  no,  0, 0    ; Mag	45
Not Used,           0, 0,  no,  no,  0, 0    ; Map
Not Used,           0, 0,  no,  no,  0, 0    ; Mas
Not Used,           0, 0,  no,  no,  0, 0    ; MP
Not Used,           0, 0,  no,  no,  0, 0    ; Mat
Not Used,           0, 0,  no,  no,  0, 0    ; Med	50
Not Used,           0, 0,  no,  no,  0, 0    ; Met
Not Used,           0, 0,  no,  no,  0, 0    ; Min
Not Used,           0, 0,  no,  no,  0, 0    ; Mob
Not Used,           0, 0,  no,  no,  0, 0    ; Mon
Not Used,           0, 0,  no,  no,  0, 0    ; MT	55
Not Used,           0, 0,  no,  no,  0, 0    ; Mys
Not Used,           0, 0,  no,  no,  0, 0    ; Nav
Not Used,           0, 0,  no,  no,  0, 0    ; NF
Not Used,           0, 0,  no,  no,  0, 0    ; NP
Not Used,           0, 0,  no,  no,  0, 0    ; Phi	60
Not Used,           0, 0,  no,  no,  0, 0    ; Phy
Not Used,           0, 0,  no,  no,  0, 0    ; Pla
Not Used,           0, 0,  no,  no,  0, 0    ; Plu
Dalek Tyranny,      0, 0,  Plu, nil, 0, 0    ; PT	64
Not Used,           0, 0,  no,  no,  0, 0    ; Pot	65
Not Used,           0, 0,  no,  no,  0, 0    ; Rad
Twice Removed,      0, 0,  no,  no,  0, 0    ; RR
Not Used,           0, 0,  no,  no,  0, 0    ; Rec
Not Used,           0, 0,  no,  no,  0, 0    ; Ref
Not Used,           0, 0,  no,  no,  0, 0    ; Rfg	70
Not Used,           0, 0,  no,  no,  0, 0    ; Rep
Launcher A,         0, 0,  RR,  nil, 2, 0    ; Rob	72
Launcher B,         0, 0,  RR,  nil, 2, 0    ; Roc	73
Not Used,           0, 0,  no,  no,  0, 0    ; San
Not Used,           0, 0,  no,  no,  0, 0    ; Sea	75
Not Used,           0, 0,  no,  no,  0, 0    ; SFl
Not Used,           0, 0,  no,  no,  0, 0    ; Sth
Not Used,           0, 0,  no,  no,  0, 0    ; SE
Not Used,           0, 0,  no,  no,  0, 0    ; Stl
Not Used,           0, 0,  no,  no,  0, 0    ; Sup	80
Not Used,           0, 0,  no,  no,  0, 0    ; Tac
Not Used,           0, 0,  no,  no,  0, 0    ; The
Not Used,           0, 0,  no,  no,  0, 0    ; ToG
Not Used,           0, 0,  no,  no,  0, 0    ; Tra
Not Used,           0, 0,  no,  no,  0, 0    ; Uni	85
Not Used,           0, 0,  no,  no,  0, 0    ; War
Not Used,           0, 0,  no,  no,  0, 0    ; Whe
Not Used,           0, 0,  no,  no,  0, 0    ; Wri
UNIT Combat Plan,   0, 0,  nil, nil, 0, 1    ; ...
Attack Wave 1,      0, 0,  RR,  nil, 0, 0    ; U1	90
Attack Wave 2,      0, 0,  RR,  nil, 0, 0    ; U2	91
Attack Wave 3,      0, 0,  RR,  nil, 0, 0    ; U3	92
Attack Wave 4,      0, 0,  RR,  nil, 0, 0    ; X1	93
Attack Wave 5,      0, 0,  RR,  nil, 0, 0    ; X2	94
Attack Wave 6,      0, 0,  RR,  nil, 0, 0    ; X3	95
Attack Wave 7,      0, 0,  RR,  nil, 0, 0    ; X4	96
Attack Wave 8,      0, 0,  RR,  nil, 0, 0    ; X5	97
Attack Wave 9,      0, 0,  RR,  nil, 0, 0    ; X6	98
Saucer Battery,     0, 0,  RR,  nil, 3, 0    ; 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.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Command HQ,               1,  0,    no,
Medical Supplies,         1,  0,    no,
Maj. Fairline's Report,   0,  0,    no,
Lt. Catfish's Report,     0,  0,    no,
Lt. Techumseh's Report,   0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
Saucer Controls,          1,  0,    no,
None,                     0,  0,    no,
Eivind IV's Doctrine,     0,  0,    no,
Arthedain's Findings,     0,  0,    no,
None,                     0,  0,    no,
Sgt. Mercator 's Report,  0,  0,    no,
Lt. Sarsstock's Report,   0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
Missle Cover,             1,  0,    Gue,
Maj. Tuttle's Report,     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
Sgt. Exile's Report,      0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
Capt. Erika's Report,     0,  0,    no,
None,                     0,  0,    no,
Sniper Overwatch,         1,  0,    Gue,
None,                     0,  0,    no,
Sgt Boco's Logbook,       0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
Transmat Beam,            3,  0,    Aut,
Jim Panse's Findings,     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
Awaiting Orders,          60, 0,    nil,
Dalek Research,           20, 0,    Aut,
UNIT Combat Data,         20, 0,    Ind,
Medical Research Files,   20, 0,    Ind,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
Saucer Control Room,      30, 0,    Aut,
Saucer Clone Vats,        30, 0,    Aut,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
Dalek Supreme Linkup,     30, 0,    Aut,
None,                     0,  0,    no,
Alien Research Files,     40, 0,    Ind,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
None,                     0,  0,    no,
Destronic Torpedo Bay,    60, 0,    Aut,
None,                     0,  0,    no,
Rangerscope Readings,     60, 0,    Aut,
None,                     0,  0,    no,
Dalek Command Net,        60, 0,    Aut,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; 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
Settlers,     nil, 0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, no,  000000000000000
Retro-Laser,  nil, 0,  4.,0,  9a,3d,  6h,6f, 16,0,  0, Exp, 010000001000011
Lnc-Corporal, nil, 0,  2.,0,  3a,3d,  6h,1f,  1,0,  1, no,  000000000000001
Corporal,     nil, 0,  2.,0,  3a,3d,  6h,2f,  1,0,  1, no,  000000000000001
Sergeant,     nil, 0,  2.,0,  3a,3d,  6h,3f,  1,0,  1, no,  000000000000001
Lieutenant,   nil, 0,  3.,0,  3a,3d,  6h,4f,  1,0,  1, no,  000000000000001
UNIT Truck,   nil, 0,  0.,0,  1a,3d,  8h,1f,  1,0,  1, no,  000000000000000
UNIT Bunker,  nil, 0,  0.,0,  1a,6d,  8h,1f,  1,0,  1, no,  000000000000000
UNIT Command, nil, 0,  0.,0,  1a,3d,  8h,1f,  1,0,  1, no,  000000000000000
Wounded,      nil, 0,  2.,0,  1a,2d,  4h,1f,  1,0,  1, no,  000000000000000
Col. Bateman, nil, 0,  4.,0,  9a,9d,  5h,5f,  1,0,  1, no,  010000000010011
Rifleman,     nil, 0,  2.,0,  3a,3d,  5h,1f,  9,0,  1, Ind, 000000000000010
Grenadier,    nil, 0,  2.,0,  6a,3d,  5h,2f,  9,0,  1, Ind, 000000000000010
Bazooka,      nil, 0,  2.,0,  9a,3d,  5h,2f, 12,0,  1, Ind, 000000000010011
Machine Gun,  nil, 0,  1.,0,  6a,6d,  5h,1f, 12,0,  1, Ind, 010000000010011
APC (I),      nil, 0,  4.,0,  8a,4d,  6h,3f,  1,0,  1, no,  000010000000000
APC (II),     nil, 0,  4.,0,  9a,5d,  6h,3f,  1,0,  1, no,  000010000000000
APC (III),    nil, 0,  4.,0,  9a,6d,  6h,4f,  1,0,  1, no,  000010000000000
Tank (I),     nil, 0,  0.,0,  0a,6d,  8h,1f,  1,0,  1, no,  010000000000000
Tank (II),    nil, 0,  0.,0,  0a,6d,  8h,1f,  1,0,  1, no,  010000000000000
ATG (I),      nil, 0,  2.,0,  6a,2d,  5h,3f,  1,0,  1, no,  000010001000000
ATG (II),     nil, 0,  2.,0,  6a,3d,  5h,3f,  1,0,  1, no,  000010001000000
ATG (III),    nil, 0,  2.,0,  6a,4d,  5h,4f,  1,0,  1, no,  000010001000000
Battery (I),  nil, 0,  0.,0,  0a,3d,  8h,1f,  1,0,  1, no,  000000000000000
Battery (II), nil, 0,  0.,0,  0a,3d,  8h,1f,  1,0,  1, no,  000000000000000
Battery (III),nil, 0,  0.,0,  0a,3d,  8h,1f,  1,0,  1, no,  000000000000000
Launcher (I), nil, 0,  0.,0,  0a,3d,  8h,1f,  1,0,  1, no,  000000000000000
Transolar (1),nil, 1,  5.,0,  5a,3d,  6h,1f, 10,0,  0, no,  000000000000000
Transolar (2),nil, 1,  5.,0,  6a,4d,  6h,1f, 10,0,  0, no,  000000000000000
Transolar (3),nil, 1,  6.,0,  7a,5d,  6h,1f, 10,0,  0, no,  000000000000000
Transolar (4),nil, 1,  6.,0,  8a,6d,  6h,1f, 10,0,  0, no,  000000000000000
AB Dalek (1), nil, 1,  5.,0,  6a,6d,  6h,1f, 10,0,  0, no,  000000000000000
AB Dalek (2), nil, 1,  5.,0,  6a,6d,  6h,2f, 10,0,  0, no,  000000000000000
AB Dalek (3), nil, 1,  6.,0,  6a,6d,  6h,3f, 10,0,  0, no,  000000000000000
AB Dalek (4), nil, 1,  6.,0,  6a,6d,  6h,4f, 10,0,  0, no,  000000000000000
Commander,    nil, 0,  2.,0,  9a,9d,  6h,6f,  1,0,  0, no,  000000000000000
Chief (1),    nil, 0,  3.,0,  5a,5d,  6h,1f,  1,0,  0, no,  000000000000000
Chief (2),    nil, 0,  2.,0,  5a,5d,  6h,2f,  1,0,  0, no,  000000000000000
Chief (3),    nil, 0,  2.,0,  5a,5d,  6h,3f,  1,0,  0, no,  000000000000000
Chief (4),    nil, 0,  2.,0,  5a,5d,  6h,4f,  1,0,  0, no,  000000000000000
Chief (5),    nil, 0,  2.,0,  5a,5d,  6h,5f,  1,0,  0, no,  000000000000000
Chief (6),    nil, 0,  2.,0,  6a,6d,  6h,6f,  1,0,  0, no,  000000000000000
Chief (7),    nil, 0,  2.,0,  6a,6d,  6h,7f,  1,0,  0, no,  000000000000000
Chief (8),    nil, 0,  3.,0,  7a,7d,  7h,7f,  1,0,  0, no,  000000000000000
Missile,      nil, 1, 16.,1,  6a,1d,  1h,2f,  1,0,  0, no,  001010001000001
Dalek Torpedo,nil, 1, 24.,1,  9a,1d,  1h,2f,  1,0,  0, no,  001000000000001
Cleaver (1),  nil, 1,  5.,0,  8a,6d,  6h,2f, 10,0,  0, no,  000000000000000
Cleaver (2),  nil, 1,  5.,0,  8a,6d,  6h,3f, 10,0,  0, no,  000000000000000
Cleaver (3),  nil, 1,  6.,0,  8a,6d,  6h,4f, 10,0,  0, no,  000000000000000
Cleaver (4),  nil, 1,  6.,0,  8a,6d,  6h,5f, 10,0,  0, no,  000000000000000
SW Dalek (1), nil, 0,  2.,0,  9a,5d,  6h,1f,  1,0,  0, no,  000000000000000
SW Dalek (2), nil, 0,  2.,0,  9a,5d,  6h,2f,  1,0,  0, no,  000000000000000
SW Dalek (3), nil, 0,  2.,0,  9a,6d,  6h,3f,  1,0,  0, no,  000000000000000
SW Dalek (4), nil, 0,  2.,0,  9a,6d,  6h,4f,  1,0,  0, no,  000000000000000
War Drone (1),nil, 0,  2.,0,  5a,5d,  5h,1f, 14,0,  0, Aut, 000000000000000
War Drone (2),nil, 0,  2.,0,  5a,5d,  5h,2f,  1,0,  0, no,  000000000000000
War Drone (3),nil, 0,  2.,0,  5a,5d,  5h,3f,  1,0,  0, no,  000000000000000
War Drone (4),nil, 0,  2.,0,  5a,5d,  5h,4f,  1,0,  0, no,  000000000000000
War Drone (5),nil, 0,  2.,0,  5a,5d,  5h,5f,  1,0,  0, no,  000000000000000
War Drone (6),nil, 0,  2.,0,  5a,5d,  5h,6f,  1,0,  0, no,  000000000000000
War Drone (7),nil, 0,  2.,0,  5a,5d,  5h,7f,  1,0,  0, no,  000000000000000
War Drone (8),nil, 0,  2.,0,  5a,5d,  5h,8f,  1,0,  0, no,  000000000000000
War Drone (9),nil, 0,  2.,0,  5a,5d,  5h,9f,  1,0,  0, no,  000000000000000
Repair Dalek, nil, 0,  2.,0,  1a,1d,  8h,1f, 12,0,  1, Aut, 000000000000000
Dalek Supply, nil, 0,  0.,0,  1a,1d,  8h,1f,  1,0,  1, no,  000000000000000
Barrage (x1), nil, 1, 18.,1,  6a,1d,  1h,1f,  1,0,  1, no,  001000000000000
Barrage (x2), nil, 1, 12.,1, 12a,1d,  1h,1f,  1,0,  1, no,  001000000000000
Launcher (II),nil, 0,  0.,0,  0a,3d,  8h,1f,  1,0,  1, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
NONE,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, 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
;
@TERRAIN
Wasteland,  1,2,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Drt
Paved,      1,2,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Pln
Road,       1,2,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Grs
Interior,   2,3,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; For
Walls,      2,4,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,  yes, ; Hil
Bunker,     3,6,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,  yes, ; Mou
Floor,      1,2,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Tun
Ruins,      2,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Gla
Hull,       1,2,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,  yes, ; Swa
Deck,       1,2,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Jun
Canal,      1,2,  1,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Rocks,      1,2,  1,1,0,
Rocks,      1,2,  1,1,0,
Grassland,  1,2,  2,1,0,
Suppies,    1,2,  2,2,0,
Posters,    1,2,  1,1,0,
Suppies,    1,2,  2,2,0,
Tiles,      1,2,  1,1,0,
Rubble,     4,4,  0,0,0,
Dalek Tech, 3,3,  4,4,0,
Dalek Tech, 3,3,  4,4,0,
Debris,     1,2,  1,1,0,
Rocks,      1,2,  1,1,0,
Rocks,      1,2,  1,1,0,
Grassland,  1,2,  2,1,0,
Suppies,    1,2,  2,2,0,
Posters,    1,2,  1,1,0,
Suppies,    1,2,  2,2,0,
Tiles,      1,2,  1,1,0,
Bones,      4,4,  0,0,0,
Dalek Tech, 3,3,  4,4,0,
Dalek Tech, 3,3,  4,4,0,
Debris,     1,2,  1,1,0,

@TERRAIN1
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN2
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN3
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,


@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
War Command,    Commander,   Commander
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,       0,  0,  0,     4, Colonel, Colonel
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1,  1, -1,     4, Dalek, Dalek
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Civilians,   Civilian,   -1,  0,  1,     
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     
Genghis Khan, Bortei,              0, 7, 2, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 3, Celts,       Celtic,     -1,  1,  0,     
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 3, Sioux,       Sioux,       0,  0,  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
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
Build Transporter,  j
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Hostile
Hostile
Hostile
Hostile
Hostile
Hostile
Hostile
Hostile
Hateful


@CIVILIZE2
0		; AFl
0		; Alp
0		; Amp
0		; Ast
0		; Ato
0		; Aut
0		; Ban
0		; Bri
0		; Bro
0		; Cer
0		; Che
0		; 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
0		; Exp
0		; Feu
0		; Fli
0		; Fun
0		; FP
0		; 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
4		; Tra
0		; Uni
0		; War
0		; Whe
0		; Wri
0		; ...
0		; U1
0		; U2
0		; U3
0		; X1
0		; X2
0		; X3
0		; X4
0		; X5
0		; X6
0		; X7



@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
; 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
;       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
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Settlers
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Retro-Laser
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Lnc-Corporal
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Corporal
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Sergeant
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Lieutenant
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;UNIT Truck
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;UNIT Bunker
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;UNIT Command
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Wounded
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Col. Bateman
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Rifleman
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Grenadier
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Bazooka
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Machine Gun
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;APC (I)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;APC (II)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;APC (III)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Tank (I)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Tank (II)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;ATG (I)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;ATG (II)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;ATG (III)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Battery (I)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Battery (II)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Battery (III)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Launcher (I)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;Transolar (1)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;Transolar (2)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;Transolar (3)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;Transolar (4)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;AB Dalek (1)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;AB Dalek (2)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;AB Dalek (3)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;AB Dalek (4)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Commander
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Chief (1)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Chief (2)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Chief (3)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Chief (4)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Chief (5)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Chief (6)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Chief (7)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Chief (8)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Missile
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Dalek Torpedo
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;Cleaver (1)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;Cleaver (2)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;Cleaver (3)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000110  ;Cleaver (4)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;SW Dalek (1)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;SW Dalek (2)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;SW Dalek (3)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;SW Dalek (4)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;War Drone (1)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;War Drone (2)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;War Drone (3)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;War Drone (4)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;War Drone (5)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;War Drone (6)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;War Drone (7)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;War Drone (8)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;War Drone (9)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Repair Dalek
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Dalek Supply
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Barrage (x1)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Barrage (x2)
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Launcher (II)
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NONE
		

@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>  	; Settlers
LASER.WAV  	; Retro-Laser
RIFLE2.WAV	; Lnc-Corporal
RIFLE2.WAV  	; Corporal
AUTO.WAV  	; Sergeant
OFFICER.WAV  	; Lieutenant
<none>  	; UNIT Truck
<none>  	; UNIT Bunker
<none>  	; UNIT Command
<none>  	; Wounded
BATEMAN.WAV  	; Col. Bateman
RIFLE.WAV  	; Rifleman
AUTO.WAV	; Grenadier
BAZOOKA.WAV  	; Bazooka
MG.WAV  	; Machine Gun
APC.WAV  	; APC (I)
APC.WAV  	; APC (II)
APC.WAV 	; APC (III)
<none>  	; Tank (I)
<none>  	; Tank (II)
ATG.WAV  	; ATG (I)
ATG.WAV  	; ATG (II)
ATG.WAV 	; ATG (III)
<none>  	; Battery (I)
<none>  	; Battery (II)
<none>  	; Battery (III)
<none>  	; Launcher (I)
SOLAR.WAV	; Transolar (1)
SOLAR.WAV	; Transolar (2)
SOLAR.WAV  	; Transolar (3)
SOLAR.WAV	; Transolar (4)
AIRBORNE.WAV	; AB Dalek (1)
AIRBORNE.WAV	; AB Dalek (2)
AIRBORNE.WAV  	; AB Dalek (3)
AIRBORNE.WAV  	; AB Dalek (4)
COMMANDER.WAV 	; Commander
CHIEF.WAV  	; Chief (1)
CHIEF.WAV  	; Chief (2)
CHIEF.WAV	; Chief (3)
CHIEF.WAV	; Chief (4)
CHIEF.WAV	; Chief (5)
CHIEF.WAV	; Chief (6)
CHIEF.WAV	; Chief (7)
CHIEF.WAV	; Chief (8)
MISSILE.WAV  	; Missile
MISSILE.WAV  	; Dalek Torpedo
CLEAVER.WAV  	; Cleaver (1)
CLEAVER.WAV  	; Cleaver (2)
CLEAVER.WAV	; Cleaver (3)
CLEAVER.WAV	; Cleaver (4)
SWD.WAV 	; SW Dalek (1)
SWD.WAV  	; SW Dalek (2)
SWD.WAV 	; SW Dalek (3)
SWD.WAV 	; SW Dalek (4)
DRONE.WAV  	; War Drone (1)
DRONE2.WAV 	; War Drone (2)
DRONE.WAV	; War Drone (3)
DRONE2.WAV	; War Drone (4)
DRONE.WAV	; War Drone (5)
DRONE2.WAV	; War Drone (6)
DRONE.WAV 	; War Drone (7)
DRONE2.WAV	; War Drone (8)
DRONE.WAV	; War Drone (9)
<none>  	; Repair Dalek
<none>  	; Dalek Supply
BARRAGE.WAV  	; Barrage (x1)
BARRAGE2.WAV  	; Barrage (x2)
<none>  	; Launcher (II)
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE
<none>  	; NONE

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

; please do not remove this line

