;
;   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
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
Roman Tech,         0, 5,  Ref, nil, 3, 4    ; AFl
Marian Reforms,     0, 5,  Ref, nil, 0, 3    ; Alp
Macedon Tech,       0, 5,  no,  nil, 3, 0    ; Amp
Carthage Tech,      0, 5,  no,  nil, 1, 3    ; Ast
Diocletian Reforms, 0, 5,  Ref, nil, 2, 3    ; Ato
Not In Game (Aut),  6,-1,  no,  nil, 3, 4    ; Aut
Egyptian Tech,      0, 5,  no,  nil, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Gallic Auxiliaries, 6,-1,  no,  nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Briton Auxiliaries, 5,-1,  no,  nil, 1, 3    ; Che
Heated Water,       4,-2,  nil, nil, 1, 0    ; Chi
Roman Roads,        4, 1,  AFl, nil, 0, 2    ; CoL
SelParth Tech,      0, 5,  no,  nil, 3, 0    ; CA 
Christianity,       5,-1,  Ref, nil, 2, 4    ; Cmb
Not In Game (Cmn),  5, 0,  no,  nil, 2, 2    ; Cmn
Bosporus Resource,  4, 1,  no,  nil, 3, 4    ; Cmp
Tribal Tech,        0, 5,  no,  nil, 2, 0    ; Csc
Construction,       4, 0,  nil, nil, 0, 4    ; Cst
Herat Silk,         4, 0,  no,  nil, 2, 1    ; Cor
Numidian Auxiliarie,4, 1,  no,  nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  nil, 2, 2    ; Dem
Dacian Auxiliaries, 4, 1,  no,  nil, 2, 1    ; Eco
Scribal Schools,    4, 0,  nil, nil, 2, 4    ; E1 
Empirewide Games,   4, 1,  nil, nil, 3, 4    ; E2 
British Isles,      4, 0,  no,  nil, 0, 4    ; Eng
Gaul,               3, 1,  no,  nil, 3, 2    ; Env
xxx (spy pop),      2,-1,  no,  nil, 3, 0    ; Esp
xxx (act eng),      5, 0,  no,  nil, 2, 4    ; Exp
Scroll Archives,    4,-1,  E1,  nil, 0, 0    ; Feu
ConstantConversion, 4,-1,  Ref, nil, 2, 4    ; Fli
Fundamentalism,     3,-2,  no,  nil, 2, 2    ; Fun
Numidia,            3, 0,  no,  nil, 3, 3    ; FP 
Dacia,              3, 2,  no,  nil, 3, 3    ; Gen
Not In Game (Gue),  4, 1,  no,  nil, 3, 0    ; Gue
xxx (PraetorianRev),8,-2,  no,  nil, 1, 0    ; Gun
Syrian Auxiliaries, 4,-1,  no,  nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  nil, 2, 1    ; Ind
Not In Game (Inv),  6, 0,  no,  nil, 1, 4    ; Inv
Syria,              0, 5,  Ref, nil, 0, 4    ; Iro
Egypt,              0, 5,  Ref, nil, 3, 2    ; Lab
Macedonia,          0, 5,  Ref, nil, 3, 3    ; Las
Macedonian Aux,     5,-1,  no,  nil, 1, 0    ; Ldr
Egypt Auxiliaries,  5, 2,  no,  nil, 0, 3    ; Lit
Roman Auxiliaries,  4,-2,  no,  nil, 2, 4    ; Too
Roman Dominance,    4,-1,  Ref, nil, 1, 3    ; Mag
Map Trading (Map),  6,-1,  nil, nil, 0, 1    ; Map
Mar Aurelius Death, 4, 1,  Ref, nil, 0, 4    ; Mas
Italy,              5, 0,  no,  nil, 3, 4    ; MP 
German Auxiliaries, 4,-1,  no,  nil, 0, 3    ; Mat
Germany,            4, 0,  no,  nil, 1, 1    ; Med
Parthia,            6,-2,  no,  nil, 1, 0    ; Met
Parthian Auxiliarie,4, 1,  no,  nil, 3, 4    ; Min
xxx (sells barrack),8,-1,  no,  nil, 3, 0    ; Mob
Monarchy,           5, 1,  no,  nil, 0, 2    ; Mon
Large Temple (MT),  5, 1,  Mys, nil, 1, 2    ; MT 
Med Temples (Mys),  4, 0,  Cer, nil, 0, 2    ; Mys
Carthaginian Aux,   6,-1,  no,  nil, 1, 1    ; Nav
Carthage,           0, 5,  Ref, nil, 3, 3    ; NF 
Barbarian Invasions,3, 0,  no,  nil, 3, 3    ; NP 
Golden Age,         6, 1,  nil, nil, 1, 2    ; Phi
Hunnic Invasion,    4,-1,  no,  nil, 1, 3    ; Phy
Imperial Military,  4, 1,  no,  nil, 3, 4    ; Pla
xxx,                4, 0,  no,  nil, 1, 4    ; Plu
Polytheism,         0, 5,  nil, nil, 0, 2    ; PT 
Pottery,            0, 5,  PT,  nil, 0, 1    ; Pot
Radio,              0,-1,  no,  nil, 3, 4    ; Rad
Railroad,           0, 5,  Pot, nil, 2, 1    ; RR 
Recycling,          0, 5,  RR,  nil, 3, 2    ; Rec
Refining,           0, 5,  Rec, nil, 2, 4    ; Ref
xxx (farm popup),   3, 1,  no,  nil, 3, 1    ; Rfg
The Republic,       5, 1,  no,  nil, 0, 2    ; Rep
xxx,                5,-2,  no,  nil, 3, 0    ; Rob
Parthian Invaders,  6,-2,  no,  nil, 3, 0    ; Roc
xxx,                4, 2,  no,  nil, 2, 1    ; San
xxx,                4, 1,  no,  nil, 0, 1    ; Sea
xxx,                4, 1,  no,  nil, 3, 3    ; SFl
xxx,                3,-2,  no,  nil, 3, 0    ; Sth
xxx,                4,-1,  no,  nil, 2, 3    ; SE 
xxx,                4,-1,  no,  nil, 2, 4    ; Stl
xxx,                4, 1,  no,  nil, 3, 3    ; Sup
xxx,                6,-1,  no,  nil, 2, 0    ; Tac
Better Temple (The),3, 2,  MT,  nil, 1, 2    ; The
xxx,                4, 0,  no,  nil, 1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
xxx,                5, 1,  no,  nil, 1, 3    ; Uni
xxx,                4,-1,  no,  nil, 0, 0    ; War
xxx,                4,-1,  no,  nil, 0, 4    ; Whe
NonBarb,            0, 5,  Ref, nil, 0, 3    ; Wri
Future Technology,  5, 0,  nil, nil, 3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

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

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Head Citizen Residence,   10, 0,    nil,
Barracks,                  4, 1,    nil,
Food Stores,               6, 1,    nil,
Temple,                    4, 1,    Cer,
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    E1, 
Litigator Forum,           8, 1,    nil,
City Walls,                8, 1,    nil,
Aqueduct,                  8, 1,    nil,
Loan Merchants,           12, 3,    nil,
Large Temple,             12, 3,    MT, 
Imperial Archive,         16, 3,    Feu,
Sewer System,             16, 2,    nil,
Gladiator Games,          10, 4,    E2, 
Iron Forges,              20, 2,    nil,
Merchant Entrepeneurs,    32, 4,    nil,
Not In Game,              20, 4,    no, 
Waste Dumps,              20, 0,    nil,
Slave Auctions,           16, 4,    nil,
Merchant Freedom,         24, 4,    nil,
Dungeons,                 16, 1,    nil,
Merchant Market,          16, 4,    nil,
Public Baths,             12, 2,    Chi,
Plebian Land Grants,       8, 3,    Alp,
Paved Roads,              20, 1,    CoL,
Scholarly School,         16, 3,    E1, 
Not In Game,              10, 2,    no, 
Coastal Fortress,          8, 1,    nil,
Fair Plebian Wages,       32, 4,    Alp,
Harbor,                    6, 1,    nil,
Fishing Mechants,         16, 1,    nil,
Not In Game,              16, 3,    no, 
Town Watch,                6, 2,    nil,
Warship Port,              8, 3,    nil,
Not In Game,               8, 0,    no, 
Not In Game,              16, 0,    no, 
Not In Game,              32, 0,    no, 
(Treasury Taxes),         60, 0,    nil,
Egyptian Grain,           20, 0,    Wri,
Roman Triumphs,           20, 0,    NF, 
Legion Armories,          20, 0,    Alp,
Greek Ship Captains,      20, 0,    Las,
Not In Game,              30, 0,    no, 
The Oracle of Delphi,     30, 0,    Wri,
Triumphal Arch,           30, 0,    Mag,
Marian Army,              30, 0,    Alp,
Legion Recruiting,        30, 0,    AFl,
Diplomatic Corps,         20, 0,    Mag,
Pax Romana,               40, 0,    Mag,
Liberal Reforms,          30, 0,    Wri,
Lighthouse of Alexandria, 40, 0,    Wri,
The Colliseum,            30, 0,    E2, 
Army Standardization,     40, 0,    Alp,
Emperor Deification,      40, 0,    Mag,
Empire Administration,    40, 0,    Lab,
400 Yrs of Roman Expansion,40, 0,    Ato,
Golden Age,               40, 0,    Phi,
Emperor's Court,          40, 0,    no, 
Roman Leniency,           30, 0,    no, 
Empire-wide Citizenship,  60, 0,    no, 
Medieval Economics,       60, 0,    no, 
Not In Game,              60, 0,    no, 
Major Treatise,           60, 0,    no, 
Map of the Known World,   60, 0,    Wri,
Library of Alexandria,    60, 0,    Wri,
Official Christian Faith, 60, 0,    Fli,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Egyptian Grain
nil,        ; Roman Triumphs
nil,        ; Legion Armories
nil,        ; Greek Ship Captains
nil,        ; Not In Game
Cmb,        ; The Oracle of Delphi
Mas,        ; Triumphal Arch
nil,        ; Marian Army
nil,        ; Legion Recruiting
nil,        ; Diplomatic Corps
Mas,        ; Pax Romana
nil,        ; Liberal Reforms
nil,        ; Lighthouse of Alexandria
Fli,        ; The Colliseum
nil,        ; Army Standardization
Cmb,        ; Emperor Deification
nil,        ; Empire Administration
nil,        ; 400 Yrs of Roman Expansion
nil,        ; Golden Age
nil,        ; Emperor's Court
nil,        ; Roman Leniency
nil,        ; Empire-wide Citizenship
nil,        ; Medieval Economics
nil,        ; Not In Game
nil,        ; Major Treatise
nil,        ; Map of the Known World
nil,        ; Library of Alexandria
nil,        ; Official Christian Faith


;
;    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
Colonists,    Csc, 0,  1.,0,  0a,1d,  2h,1f, 10,0,  5, nil, 000000000000000
Hastati,      Pla, 0,  1.,0,  2a,1d,  1h,1f,  5,0,  0, Alp, 000000000000000
Valen's Defeat,nil, 1, 42.,1,  0a,0d,  1h,1f,  1,0,  5, no,  000001000000011
German 1,     nil, 0,  1.,0,  4a,2d,  1h,1f,  7,0,  0, Mat, 000000000000000
Silk,         nil, 0,  1.,0,  0a,0d,  1h,1f, 40,0,  7, no,  000000000000000
Syrian Archers,nil, 0,  1.,0,  3a,2d,  1h,1f,  6,0,  0, Hor, 000000000000000
Principes,    Alp, 0,  1.,0,  2a,1d,  1h,1f,  5,0,  0, Too, 000000000000000
Triarii,      Alp, 0,  1.,0,  2a,2d,  1h,1f,  7,0,  0, Too, 000000000000000
Huns 1,       nil, 0,  3.,0,  5a,4d,  2h,2f,  1,0,  1, no,  000000000000000
City Guards,  Csc, 1,  1.,1,  1a,1d,  1h,1f,  7,0,  0, nil, 000000000000000
Teutoburg Forest,nil, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Roman Standard,nil, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  1, Ref, 000000000000000
Trireme,      nil, 2,  2.,0,  2a,1d,  1h,1f,  8,2,  4, nil, 000000000000000
Gauls,        nil, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Germans,      nil, 0,  1.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Britons,      nil, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Iberians,     nil, 0,  1.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Numidians,    nil, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Bosporans,    nil, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Dacians,      nil, 0,  0.,0,  0a,0d,  1h,1f,  1,1,  1, no,  000000000000000
Franks,       nil, 0,  1.,4,  4a,2d,  1h,1f,  1,0,  1, no,  000000000000000
Visigoths,    nil, 0,  1.,0,  4a,4d,  1h,1f,  1,0,  1, no,  000000000000000
xxxxx,        nil, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Great Leader, nil, 0,  2.,0, 10a,7d,  1h,1f,  1,0,  0, no,  010010001010111
Great Roman,  nil, 0,  2.,0, 10a,7d,  1h,1f,  1,0,  0, no,  010010001010111
Ostrogoths,   nil, 0,  1.,0,  4a,4d,  1h,1f,  1,0,  1, no,  000000000000000
Parthian Inv, nil, 0,  1.,1, 10a,1d,  1h,1f,  1,0,  0, Roc, 000000001000000
Rider,        nil, 0,  0.,0,  2a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Celt 1,       nil, 0,  1.,0,  2a,1d,  1h,1f,  5,0,  0, Bro, 000000000000000
Celt 2,       nil, 0,  1.,0,  3a,1d,  1h,1f,  6,0,  0, Bro, 000000000000000
Celt 3,       nil, 0,  1.,0,  1a,2d,  1h,1f,  4,0,  0, Bro, 000000000000000
Numidian 1,   nil, 0,  0.,0,  2a,1d,  1h,1f,  4,0,  1, Cur, 000000000000000
Gold Tribute, nil, 0,  1.,0,  0a,0d,  1h,1f, 50,2,  7, no,  000000000000000
Raw Materials,nil, 0,  1.,0,  0a,0d,  1h,1f, 20,3,  7, no,  000000000000000
Slaves,       nil, 0,  1.,0,  0a,1d,  1h,1f, 30,4,  7, no,  000000000000000
Wheat,        nil, 0,  1.,0,  0a,0d,  1h,1f, 10,2,  7, no,  000000000000000
Carthage 1,   nil, 0,  2.,0,  3a,1d,  1h,1f,  8,0,  0, Nav, 000000000000000
Carthage 2,   nil, 0,  1.,0,  2a,2d,  1h,1f,  5,0,  0, Nav, 000000000000000
Carthage 3,   nil, 0,  1.,0,  3a,1d,  1h,1f,  3,0,  0, Nav, 000000000000000
Dacian 1,     nil, 0,  1.,0,  3a,2d,  1h,1f,  5,0,  0, Eco, 000000000000000
Dacian 2,     nil, 0,  1.,0,  3a,3d,  1h,1f,  5,0,  0, Eco, 000000000000000
Thracian 1,   nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, Amp, 000000000000000
Thracian 2,   nil, 0,  1.,0,  2a,1d,  1h,1f,  6,0,  0, Amp, 000000000000000
Celt 4,       nil, 0,  1.,0,  2a,1d,  1h,1f,  6,0,  0, Che, 000000000000000
Celt 5,       nil, 0,  1.,0,  2a,2d,  1h,1f,  4,0,  0, Che, 000000000000000
Macedon 1,    nil, 0,  1.,0,  2a,2d,  1h,1f,  5,0,  1, Ldr, 000000000000000
Macedon 2,    nil, 0,  1.,0,  2a,3d,  1h,1f,  6,0,  1, Ldr, 000000000000000
Seleucid 1,   nil, 0,  1.,0,  3a,2d,  1h,1f,  6,0,  0, Min, 000000000000000
Seleucid 2,   nil, 0,  1.,0,  2a,3d,  1h,1f,  5,0,  1, Min, 000000000000000
Seleucid 3,   nil, 0,  2.,0,  3a,1d,  1h,1f,  8,0,  0, Min, 000000000000000
Seleucid 4,   nil, 0,  2.,0,  3a,3d,  1h,1f, 10,0,  0, Min, 000000000000000
Ptolemaic 1,  nil, 0,  1.,0,  1a,2d,  1h,1f,  5,0,  0, Lit, 000000000000000
Ptolemaic 2,  nil, 0,  1.,0,  2a,2d,  1h,1f,  6,0,  0, Lit, 000000000000000
Ptolemaic 3,  nil, 0,  1.,0,  2a,3d,  1h,1f,  8,0,  0, Lit, 000000000000000
Marian Legion,Pla, 0,  1.,0,  3a,2d,  1h,1f,  7,0,  0, Alp, 000000000000000
Auxilia,      Ato, 0,  1.,0,  2a,2d,  1h,1f,  6,0,  0, Pla, 000000000000000
Roman Cavalry,Ato, 0,  2.,0,  3a,1d,  1h,1f,  9,0,  0, Too, 000000000000000
Imp. Legion,  Ato, 0,  1.,0,  4a,3d,  1h,1f,  9,0,  0, Pla, 000001000000000
Legio Palatina,nil, 0,  1.,0,  4a,4d,  1h,1f,  1,0,  0, Ato, 000000000000000
Vex. Palatina,nil, 0,  2.,0,  4a,2d,  1h,1f,  1,0,  0, Ato, 000000000000000
Limitanei,    nil, 0,  1.,0,  2a,1d,  1h,1f,  1,0,  0, Ato, 000000000000000
Siege Weapon, Csc, 0,  1.,0,  5a,2d,  1h,1f,  8,0,  0, nil, 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
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tribal Land,1,2,  2,1,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Teutoburg Forest,2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Giza Pyramids,2,3,  4,2,4,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Historic Site,2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Camels,     1,2,  3,1,0,
Sheep,      1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Iron Ore,   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,
Rock Outcropping,1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Lumber,     2,3,  1,2,3,
Grape Vines,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,
More Fish,  1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Tyrant,      Tyrant
Despotism,      Dictator,    Dictator
Imperium,       Emperor,     Empress
Praetor,        Praetor,     Praetor
Not In Game,    High Priest, High Priestess
Post-Republic,  Consul,      Consul
Republic,       Senator,     Senator

;
;   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, 0, Romans,      Roman,       1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Philip,       Ishtari,             0, 2, 2, Babylonians, Babylonian,  1,  1, -1,
Frederick,    Maria Theresa,       0, 3, 0, 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, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 1, Indians,     Indian,     -1, -1,  0,     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, 3, 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, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 2, 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, 2, 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, 1, Persians,    Persian,     1,  1, -1,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 2, Carthaginians,Carthaginian, 1,  1, -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
Olive Oil,
Iron,
Lead,
Flax,
Salt,
Bronze,
Copper,
Dye,
Wine,
Silk,
Marble,
Clay,
Gems,
Fruit,
Wild Beasts,
Pottery,


@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













