;
;   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
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
100     ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
20      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ; 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
Twice Removed,      4,-2,  no,  no,  3, 2    ; AFl
Defender Tech,      0, 0,  Hor, nil, 3, 2    ; Alp
Infantry 1,         3,-2,  Alp, nil, 3, 0    ; Amp
Infantry 2,         4, 1,  Amp, nil, 1, 0    ; Ast
Infantry 3,         4,-1,  Ast, nil, 2, 0    ; Ato
Automobile,         6,-1,  no,  no,  3, 0    ; Aut
Infantry 4,         4, 1,  Ato, nil, 1, 0    ; Ban
Bridge Building,    4, 0,  no,  no,  0, 0    ; Bri
Armor 1,            6,-1,  Alp, nil, 0, 0    ; Bro
Ceremonial Burial,  5, 0,  Alp, nil, 0, 2    ; Cer
Armor 2,            5,-1,  Bro, nil, 1, 0    ; Che
Air 1,              4,-2,  Alp, nil, 1, 0    ; Chi
Air 2,              4, 1,  Chi, nil, 0, 0    ; CoL
Defense 1,          5,-1,  Che, nil, 3, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Air 3,              4, 1,  CoL, nil, 3, 0    ; Cmp
Money 1,            7,-1,  Alp, nil, 2, 0    ; Csc
Bunker Building,    4, 0,  CA,  nil,  0, 0    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Money 2,            4, 1,  Csc, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Money 3,            4, 1,  Cur, nil, 2, 1    ; Eco
Industry 1,         4, 0,  Alp, nil, 2, 1    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Industry 2,         4, 0,  E1,  nil, 0, 1    ; Eng
Science 1,          3, 1,  Alp, nil, 3, 3    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Science 2,          4,-1,  Env, nil, 0, 3    ; Feu
Science 3,          4,-1,  Feu, nil, 2, 3    ; Fli
Fundamentalism,     3,-2,  Hor,  nil, 2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Sea 1,              3, 2,  Cmp, nil, 3, 0    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Once Removed,       4,-1,  AFl, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Robot Tech,         5,-1,  no,  no, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Recreation 1,       4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Airfield Building,  5,-1,  Chi, nil,  3, 0    ; Rad
Highway,            6, 0,  E1,  nil,  2, 0    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Recreation 2,       3, 2,  Mys, nil, 1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
a crossword puzzle, 0, 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,
Headquarters,             10, 0,    nil,
Army Barracks,             4, 1,    Alp,
Food Stores,               6, 1,    Alp,
Brewery,                   4, 1,    Cer,
Civilian Stores,           8, 1,    Csc,
Research Lab,              8, 1,    Env,
Military Police,           8, 1,    Alp,
Fortifications,            8, 0,    Alp,
Quonset Huts,              8, 2,    Alp,
PT Army Store,            12, 3,    Cur,
KP Mess Hall,             12, 3,    Mys,
Design Workshop,          16, 3,    Feu,
Oil Stockpile 1,          16, 0,    Alp,
Movie Night,              10, 4,    The,
Ball Bearing Plant,       20, 4,    E1, 
Refinery,                 32, 6,    Eng,
Aerial Balloons,          20, 1,    Alp,
Oil Stockpile 2,          18, 0,    Ast,
Not In Use,               16, 4,    no, 
Oil Power Station,        24, 4,    Eng,
Not In Use,               16, 2,    no, 
Oil Trader,               16, 4,    Eng,
Military Housing,         12, 2,    Alp,
Oil Stockpile 3,          20, 0,    Che,
Black Market Trade,       20, 5,    E1, 
Skunk Works,              16, 3,    Fli,
Flak Air Defense,         10, 1,    Alp,
Shore Guns,                8, 1,    Gen,
Not In Use,               32, 4,    no, 
Sea Docks,                 6, 1,    Gen,
Sea Harvester,            16, 3,    Gen,
Airfield,                 16, 2,    Alp,
Stockade,                  6, 2,    Alp,
Gun Boat HQ,               8, 3,    Gen,
Not In Use,                8, 0,    no, 
Not In Use,               16, 0,    no, 
Not In Use,               32, 0,    no, 
Oil Stockpiling,          60, 0,    nil,
Prime Medical Care,       20, 0,    Amp,
Patriotic Vigor,          20, 0,    nil,
Trade Center,             20, 0,    Csc,
Fleet Plan,               20, 0,    Gen,
Not In Use,               30, 0,    no, 
Baseball Leagues,         30, 0,    Mys,
Defensive Perimeter,      30, 0,    Amp,
Sgt Slaughter Training,   30, 0,    Ast,
Smelting Plant,           30, 0,    Eng,
Not In Use,               20, 0,    no, 
A-1 Grub,                 40, 0,    The,
Scientific Genius,        30, 0,    Fli,
Sonar Tracking,           40, 0,    Gen,
Military Lockdown,        30, 0,    Ban,
Logistical Miracle,       40, 0,    Cmp,
Do or Die Mentality,      40, 0,    Che,
Scientific Team,          40, 0,    Fli,
Subsidation,              40, 0,    Eco,
Research Breakthrough,    40, 0,    Feu,
Not In Use,               40, 0,    no, 
Not In Use,               30, 0,    no, 
Hard Labor Camps,         60, 0,    Ast,
Hi-Voltage Lines,         60, 0,    Eng,
Not In Use,               60, 0,    no, 
Not In Use,               60, 0,    no, 
High Altitude Recon,      60, 0,    Cmp,
Scientists Galore,        60, 0,    Fli,
Marx Brothers Movies,     60, 0,    Mys,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Prime Medical Care
nil,        ; Patriotic Vigor
nil,        ; Trade Center
nil,        ; Fleet Plan
no,         ; Not In Use
nil,        ; Baseball Leagues
nil,        ; Defensive Perimeter
nil,        ; Sgt Slaughter Training
nil,        ; Smelting Plant
no,         ; Not In Use
nil,        ; A-1 Grub
nil,        ; Scientific Genius
nil,        ; Sonar Tracking
nil,        ; Military Lockdown
nil,        ; Logistical Miracle
nil,        ; Do or Die Mentality
nil,        ; Scientific Team
nil,        ; Subsidation
nil,        ; Research Breakthrough
no,         ; Not In Use
no,         ; Not In Use
nil,        ; Hard Labor Camps
nil,        ; Hi-Voltage Lines
no,         ; Not In Use
no,         ; Not In Use
nil,        ; High Altitude Recon
nil,        ; Scientists Galore
nil,        ; Marx Brothers Movies


;
;    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
Combat Engineer,nil, 0,  3.,0,  1a,1d,  1h,1f,  1,0,  5, Alp, 000000000000011
Gate (Good),  no,  0,  0.,0, 98a,98d,12h,5f, 99,0,  1, no,  000000000000000
Gate (Bad),   no,  0,  0.,0, 10a,10d, 1h,1f, 99,0,  0, no,  010010000010000
Oil Barrels,  no,  0,  1.,0,  0a,0d,  1h,1f, 99,0,  0, no,  000000000000010
Buffer,       no,  0,  0.,0, 98a,98d,12h,5f,  1,0,  1, no,  000000000000000
Outpost,      nil, 0,  0.,0,  1a,5d,  1h,1f, 10,0,  1, CA,  010010100000001
Enlisted Men, nil, 0,  3.,0,  1a,2d,  1h,1f,  1,0,  1, Alp, 000000000000010
Rangers,      nil, 0,  4.,0,  2a,2d,  1h,1f,  2,0,  0, Amp, 000000000000111
Drones,       Alp, 0, 10.,0,  4a,4d,  1h,1f,  1,0,  0, Fun, 000101000000011
Partisans,    nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, Gue, 000000000000000
Heavy Gun,    nil, 0,  3.,0,  3a,2d,  1h,1f,  3,0,  0, Bro, 000010000000001
Iron Men,     nil, 0,  3.,0,  5a,4d,  1h,1f,  7,0,  0, Ban, 010010001000011
Paratroopers, nil, 0,  4.,0,  2a,2d,  1h,1f,  3,0,  0, Ato, 000000100000001
Recon,        nil, 0, 10.,0,  0a,2d,  1h,1f,  3,0,  1, Bro, 100001000001011
Tank Corps,   nil, 0,  6.,0,  6a,6d,  1h,1f,  9,0,  0, Che, 000010001000011
Fighter,      nil, 1, 20.,2,  4a,3d,  1h,1f,  4,0,  0, Chi, 000000000010001
Mercenaries,  nil, 1, 25.,2,  5a,5d,  1h,1f,  5,0,  0, CoL, 010000000010001
Light Bomber, nil, 1, 20.,3,  8a,4d,  1h,1f,  8,0,  0, CoL, 000000000000001
TV Rocket Bomb,nil, 1, 30.,2, 10a,1d,  1h,1f,  6,0,  0, Cmp, 011000000000001
Rocketeers,   nil, 1,  8.,0,  4a,2d,  1h,1f,  6,0,  0, Ban, 000000100010111
Transport,    nil, 2,  4.,0,  1a,1d,  1h,1f,  5,3,  4, Alp, 000000000000001
Gun Boat,     nil, 2,  6.,0,  5a,3d,  1h,1f,  6,0,  0, Alp, 000000000000001
Automotons,   Alp, 0, 12.,0,  5a,5d,  1h,1f,  1,0,  0, Fun, 000111001000011
Brainiacs,    Alp, 0, 14.,0,  6a,6d,  1h,1f,  1,0,  0, Fun, 010111001000111
Spiders,      Alp, 0, 16.,0,  3a,3d,  1h,1f,  1,0,  0, Fun, 000101000000111
War Wheel,    Alp, 0, 18.,0, 10a,8d,  1h,1f,  1,0,  0, Fun, 010111001010111
Iron Giant,   Alp, 0, 10.,0, 12a,10d, 1h,1f,  1,0,  0, Fun, 010111001010111
Gyrocopter,   Alp, 1, 20.,0,  4a,4d,  1h,1f,  1,0,  0, Fun, 000100000010001
Gullwing,     Alp, 1, 22.,0,  5a,5d,  1h,1f,  1,0,  3, Fun, 010100000010001
Zeppelin,     Alp, 1, 15.,0,  8a,3d,  1h,1f,  1,0,  0, Fun, 000100000010011
Magnetic Mines,Alp, 2,  5.,1,  4a,1d,  1h,1f,  1,0,  2, Fun, 101100000001011
Torpedoes,    Alp, 2,  7.,2,  6a,1d,  1h,1f,  1,0,  2, Fun, 001100000001001
Gate Good Exit,no,  0,  0.,0,  0a,30d, 1h,1f, 40,2,  1, no,  000000000000000
Oil Well 1,   no,  0,  0.,0,  1a,1d,  1h,1f,  1,3,  1, no,  000000000000000
Cap Good 1,   no,  0,  0.,0,  1a,1d,  1h,1f,  1,4,  1, no,  000000000000000
Cap Bad 1,    no,  0,  0.,0,  1a,1d,  1h,1f,  1,2,  1, no,  000000000000000
Oil Well 2,   no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Cap Good 2,   no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Cap Bad 2,    no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Oil Well 3,   no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Cap Good 3,   no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Cap Bad 3,    no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Apartments,   no,  0,  0.,0,  1a,3d,  1h,1f, 10,0,  1, no,  000000000000000
Law Office,   no,  0,  0.,0,  1a,3d,  1h,1f, 10,8,  1, no,  000000000000000
Coffee Shop,  no,  0,  0.,1,  1a,3d,  1h,1f, 10,0,  1, no,  000000000000000
Old Age Home, no,  0,  0.,1,  1a,3d,  1h,1f, 10,0,  1, no,  000000000000000
ApplianceStore,no,  0,  0.,0,  1a,3d,  1h,1f, 10,0,  1, no,  000000000000000
Robot Outpost,no,  0,  0.,0,  2a,2d,  1h,1f,  1,0,  1, no,  000000000000000
Caravan,      no,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Royal Navy,   no,  1, 20.,0, 10a,5d,  1h,1f,  1,0,  3, no,  011010001010011
Explorer,     no,  0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Extra Land,   nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  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
Sheet Metal,1,2,  1,1,0,   yes, 1, 5, 0,   yes, 1, 5,  0,  no,    ; Drt
Grasses,    1,2,  1,1,0,   yes, 1, 5, 0,   yes, 1, 5,  0,  no,    ; Pln
Sandy Grass,1,2,  1,1,0,   yes, 1, 5, 0,   yes, 1, 5,  0,  no,    ; Grs
Trees,      2,3,  1,1,0,   yes, 1, 5, 0,   yes, 1, 5,  0,  no,    ; For
Sand,       2,4,  1,1,0,   yes, 1, 5, 0,   yes, 1, 5,  0,  no,    ; Hil
Shoreline,  3,6,  1,1,0,   no,  1,10, 0,   no,  1,10,  6,  no,    ; Mou
Ramp,       1,2,  1,1,0,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Ramp,       1,2,  1,1,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Metro Area, 1,4,  1,1,0,   yes, 1, 5, 0,   yes, 1, 5,  0,  no,    ; Swa
Beach,      2,3,  1,1,0,   yes, 1, 5, 0,   yes, 1, 5,  0,  no,    ; Jun
Water,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Machinery,  1,2,  3,1,0,
Rockpile,   1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
More Trees!,2,3,  3,2,0,
More Sand!, 2,4,  1,2,0,
More Sand!, 3,6,  0,1,6,
More Trees!,1,2,  3,1,0,
Junk,       2,2,  1,1,4,
Chemical Plant,2,3,  1,4,0,
Beach Rocks,2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Sheet Metal,1,2,  0,4,0,
Town,       1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
More Trees!,2,3,  1,2,3,
More Sand!, 2,4,  1,0,4,
More Sand!, 3,6,  0,4,0,
Junk,       1,2,  2,0,3,
Junk,       2,2,  0,4,0,
Manufacturing,2,3,  3,0,4,
Crater,     2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Civil Govt,     Mayor,       Mayor
Military,       Commander,   Commander
Communism,      Comrade,     Comrade
Binary,         Evil,        Evil
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, 0, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 0, 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, 2, 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, 0, 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, 1, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 1, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



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


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


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













