;
;   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
0       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
1       ; 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)
0       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
3       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
100     ; Percent shield penalty for production type change
4       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; 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
Rocket Research,            4,-2,  Alp, Las, 3, 0    ; AFl  1
Wonder Weapons,             5, 1,  Env, nil, 3, 0    ; Alp  2 Doubles the literacy demographics.
Jet Engine Design,          3,-2,  Rec, AFl, 3, 4    ; Amp  3
Improved Artillery Tech,    4, 1,  Csc, Mat, 1, 3    ; Ast  4
Air-Land Battle Doctrine,   4,-1,  Rad, nil, 3, 4    ; Ato  5
Skyscrapers,                6,-1,  nil, no,  2, 2    ; Aut  6 1/2 of Modern + Increases population based pollution.
Commercial Bank,            4, 1,  nil, nil, 0, 1    ; Ban  7
Portable Military Bridge,   4, 0,  Iro, Cur, 1, 4    ; Bri  8 Activates construction of roads (and rr) in river squares.
Improved Fighter Design,    6,-1,  Feu, Rec, 3, 4    ; Bro  9
Lend Lease Program,         4, 1,  nil, no,  0, 2    ; Cer 10 (Activates Temples)
Advanced Machine Tools,     5,-1,  nil, nil, 2, 3    ; Che 11
Improved Heavy Tank,        6,-2,  Map, nil, 0, 0    ; Chi 12
Panzerkampfwagen V Panther, 5, 0,  Map,  X1, 1, 0    ; CoL 13 *
Combined Arms,              5,-1,  nil, nil, 0, 0    ; CA  14
Adv. Armour Sloping,        5,-1,  CA,  nil, 1, 0    ; Cmb 15
Dictatorship,               5, 0,  no,   no, 0, 3    ; Cmn 16 GOVERNMENT + Reduces Cathedrals + More partisans
Not Axis/Japan,             4, 1,   no,  no, 2, 1    ; Cmp 17
Divisional Signal Cmnd System,7,-1,nil, nil, 0, 0    ; Csc 18
No [Construction],          4, 0,  no,  no,  1, 0    ; Cst 19 [Allows settler units to build Fortresses.]
Export Industry,            4, 0,  Tra, no,  0, 1    ; Cor 20 Activates Freight Truck
Light Tank,                 4, 0,  Iro, nil, 1, 0    ; Cur 21
Plan Economy,               5, 1,  no,  no,  0, 2    ; Dem 22 GOVERNMENT + Courthouse happy effect under Democracy
Investment Bank,            4, 1,  Ban, nil, 0, 1    ; Eco 23
Welded Armour,              4, 0,  Cur, Mag, 1, 0    ; E1  24
Modern Architecture,        4, 1,  nil, no,  2, 2    ; E2  25 1/2 of Modern Style + 1 more happy citizen with collosseum
Panzerkampfwagen VI Tiger I,4, 1,  Hor, X1,  1, 0    ; Eng 26
Standard Parts,             3, 1,  U2,  Pla, 0, 4    ; Env 27 [Decreases population based pollution.]
Interceptor Design,         2,-1,  Iro, Feu, 3, 4    ; Esp 28
Self-Propelled Artillery,   5, 0,  nil, nil, 1, 3    ; Exp 29 [Allows terrain transformation if connected with Engineer unit.]
Basic Fighter,              4,-1,  Ato, nil, 3, 4    ; Feu 30
Race for the Bomb,          4,-1,  Alp, Whe, 3, 3    ; Fli 31 Reduces by 1/3 the bonus from caravans.
War Democracy,              3,-2,  no,  no,  1, 2    ; Fun 32 GOVERNMENT
Henschel Tiger II Design,   3, 0,  SE,  X1,  1, 0    ; FP  33 [Eliminates the threat of Nuclear Power Plant meltdown.]
Improved Engine,            3, 2,  Plu, nil, 1, 0    ; Gen 34
Homeland Defense,           4, 1,  Lit, nil, 0, 0    ; Gue 35 Activates Pratisans
[Gundpoweder],         	    8,-2,  no,   no, 1, 3    ; Gun 36 Sells Barracks + 1 more maintenance + 1/2 Ren. People style
Quality Heavy Tank Design,  4,-1,  Map,  X1, 1, 0    ; Hor 37
Allies,                     6, 0,  no,  no,  0, 4    ; Ind 38 Ind. City Style + Increases pop. based pollution + Oil trade
[Cavity Magnetron],         6, 0,  no,  no,  0, 4    ; Inv 39 [1/2 Ren. People style + Reduces by 50% the bonus from caravans]
Bomber Development,	    5,-1,  Csc, Feu, 3, 4    ; Iro 40
Nylon,            	    4,-1,  nil, nil, 0, 4    ; Lab 41
Isotope Seperation Process, 4, 0,  Nav, MP,  3, 3    ; Las 42
Not Allies,                 5,-1,  no,   no, 2, 2    ; Ldr 43
Great War Experience Analysis,5, 2,nil, nil, 0, 0    ; Lit 44 Doubles literacy demographics.
Divebombers,          	    4,-2,  Iro, Min, 3, 4    ; Too 45
Halftrack Troop Carrier,    4,-1,  Phy, Iro, 1, 0    ; Mag 46 Increases annual income demographics
Improved Gear,       	    6,-1,  Gen, nil, 3, 4    ; Map 47 Allows civilizations to exchange maps.
Electric Turrets,   	    4, 1,  Pot, nil, 1, 0    ; Mas 48
Chain Reaction Process,     5, 0,  Fli, Nav, 3, 3    ; MP  49 Increases population based pollution.
Paratrooper Warfare,        4,-1,  Cmb, Mas, 0, 0    ; Mat 50
Powerful Diesel Engines,    4, 0,  Env,  X1, 3, 4    ; Med 51 Decreases disease percentage 50%.
Heavy Bomber Airframe,      6,-2,  War, Iro, 3, 4    ; Met 52
'Blitz' Bombing Doctrine,   4, 1,  Sth, nil, 1, 0    ; Min 53
[Mobile Warfare],     	    8,-1,  no,  no,  1, 0    ; Mob 54 [Sells Barracks + 1 more maintenance]
Imperial Japan,        	    5, 1,  nil, U1,  3, 2    ; Mon 55 GOVERNMENT
Soviet Cinema,              6,-1,  Mys, Stl, 0, 2    ; MT  56 1/3 activates Cathedrals.
Soviet Art,                 4, 0,  The, Stl, 0, 2    ; Mys 57 1/3 activates Cathedrals + Improves Temples.
Laboratory Produced Fission,3, 0,  Whe, nil, 3, 3    ; Nav 58 Reduces triemes sinking + Reduces by 50% the bonus from caravans.
Atomic Bomb Program,  	    6,-2,  Nav, Las, 3, 3    ; NF  59 Uranium to appears as a trade item
Improved Ship Design,       6,-1,  Sea, Ast, 2, 0    ; NP  60 1 Extra ship move
Totalen Krieg,    	    6, 1,  nil, no,  0, 3    ; Phi 61 | Free tech(s) by first civ to discover + 1/2 Ren. People style
Elite Infantry, 	    4,-1,  Lit, Ref, 0, 0    ; Phy 62
Plastics,           	    4, 1,  Ref, Lab, 0, 4    ; Pla 63 Increases population based pollution.
Medium Tanks,   	    4, 0,  Cmb, E1,  1, 0    ; Plu 64
Tank Destroyers,            4, 0,  U2,  nil, 1, 0    ; PT  65 
Tank Radio,         	    4, 1,  Cmb, nil, 1, 0    ; Pot 66
Air Support Doctrine,       5,-1,  Lit, nil, 3, 4    ; Rad 67 Activates airbase constr. + Popup if connected with Airport.
No [Railroad],              6, 0,  no,  no,  0, 4    ; RR  68 [RR + city squares upgraded to rr + Reduces 1/3 caravan bonus]
Air To Air Doctrine,  	    2, 1,  San, Wri, 3, 4    ; Rec 69
Welding Techniques,    	    4, 0,  Che, nil, 2, 3    ; Ref 70
Modern Farming,     	    3, 1,  E1,  San, 2, 3    ; Rfg 71 Activates farm building + city squares upgraded to farmland
Representative Democracy,   5, 1,  no,   no, 1, 2    ; Rep 72 GOVERNMENT
Simple Design,      	    5,-2,  Plu, Stl, 1, 0    ; Rob 73
Rocket Launchers,           6,-2,  Ast, Stl, 1, 3    ; Roc 74
Wind Tunnel,        	    4, 2,  Mat, nil, 3, 4    ; San 75 Decreases population based pollution.
Naval Aviation Doctrine,    4, 1,  Pot, nil, 3, 4    ; Sea 76 [Reduces the chances of triremes floundering.]
T-34/76,       	            4, 1,  Rob, Stl, 1, 0    ; SFl 77
Increased Armour Thickness, 2,-1,  Gen, nil, 1, 0    ; Sth 78
Improved Tiger,      	    4,-1,  Eng,  X1, 1, 0    ; SE  79
Soviet Union,       	    4,-1,  nil,  U1, 0, 2    ; Stl 80
T-34/85,         	    4, 1,  SFl, Map, 1, 0    ; Sup 81
Improved Interceptor Design,6,-2,  Rec, Esp, 3, 4    ; Tac 82
Palace of Culture,   	    3, 2,  Stl, nil, 0, 2    ; The 83 1/3 activates Cathedrals + Improves Cathedrals by 1
Improved Escort Fighters,   4, 0,  Rec, Iro, 3, 4    ; ToG 84
International Trade,        4, 2,  nil,  no, 2, 3    ; Tra 85 Enables the display of demanded trade goods.
Panzerkampfwagen VI Ausf. B,5, 1,  FP,  X1,  1, 0    ; Uni 86 Doubles literacy demographics.
Strategic Bombing,          4,-1,  Min, Wri, 3, 4    ; War 87
Radioactivity,              4,-1,  Alp, nil, 3, 3    ; Whe 88
Carpet Bombing Doctrine,    4, 2,  Iro, nil, 3, 4    ; Wri 89 Doubles the literacy demographics.
Modern Technology,   	    1, 0,  NF,  nil, 0, 4    ; FT  90 Reoccurring technology + Increases game score.
Illegal Tech,       	    3, 0,  no,  no,  0, 0    ; U1  91
Imp. Heavy Tank Development,3, 0,  Chi, nil, 1, 0    ; U2  92
Katyusha,         	    1, 0,  Roc, Stl, 1, 3    ; U3  93
Third Reich,          	    6,-2,  nil, U1,  0, 3    ; X1  94
Not Soviet,         	    6,-2,  no,  no,  0, 2    ; X2  95
Not France,       	    6,-2,  no,  no,  2, 4    ; X3  96
Not Germany,        	    6,-2,  no,  no,  0, 3    ; X4  97
Not USA,            	    6,-2,  no,  no,  2, 2    ; X5  98
Not British,        	    1, 0,  no,  no,  1, 2    ; X6  99
Not Japanese,       	    1, 0,  no,  no,  3, 2    ; X7 100
;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Headquarters,             10, 0,    nil,
Army Base,                80, 3,    Lit,
Supply Depot,             50, 3,    nil,
Cinema,                   10, 1,    nil,
Light Industries,         15, 1,    nil,
Listening Post,           10, 1,    nil,
Secret Police,            10, 1,    nil,
Tank Defences,            30, 0,    Lit,
Public Utilities,         20, 2,    Ref, 
Commercial Bank,          20, 2,    Ban,
Palace of Culture,        10, 0,    The,
Secret Science Centre,    30, 2,    nil,
no,                       17, 4,    no,
Entertainment Industry,   20, 4,    nil,
Heavy Industry,           100,4,    nil,
Manufacturing Plant,      100,6,    Pla,
no,                       21, 4,    no,
no,                       21, 2,    no,
Steel Production,         100,4,    Ref,
Oil Refinery,              5, 0,    nil,
no,                       17, 2,    no,  (Nuclear Plant)
Investment Bank,          40, 4,    Eco,
Highways,                 20, 2,    nil,
Industrial Farming,       20, 3,    Rfg,
Improved Infrastructure,  60, 5,    Pla,
no,                       17, 3,    no,
no,                       11, 2,    no,
Coastal Fortifications,   20, 1,    NP,
Checmical Industry,       60, 4,    AFl, 
Fishing Industry,         10, 1,    nil,
Industrial Port,          80, 3,    Che,
[Airport],                17, 3,    no,
Military Court,           10, 2,    nil,
Naval Base,               30, 3,    NP,
no,                        9, 0,    no,
no,                       17, 0,    no,
no,                       33, 0,    no,
[ Weapon Export ],        60, 0,    Lit,
Ukrainian Farming,        20, 0,    nil, 
United Kingdom,           20, 0,    nil, 
Economic Centre,          20, 0,    nil, 
Japanese Sea Power,       20, 0,    nil, 
Third Reich,              30, 0,    nil,   
British Commonwealth,     30, 0,    nil,  
Great Wall Of China,      30, 0,    nil,
Italian Navy,             30, 0,    nil, 
Skoda Industries,         30, 0,    nil, 
Burma Road,               20,0,     nil, 
Arch de Triumphe,         40, 0,    nil, 
Peenemnde Complex,       30, 0,    Alp, 
The Royal Navy,           40, 0,    nil,
Propaganda Campaign,      30, 0,    Alp,
Ruhr Gebiet,              40, 0,    nil, 
Freedom of Speech,        40, 0,    nil,
Speer Armaments Ministery,40, 0,    Phi, 
Caucasus Oil Fields,      40, 0,    nil,
Lend Lease Program,       40, 0,    Cer,
Statue of Liberty,        40, 0,    nil, 
Eiffel Tower,             30, 0,    nil,
Rosie the Riveter,        60, 0,    Fun,
Narvik Iron Ore Supply,   60, 0,    nil,
Atomic Bomb Development,  100,0,    NF, 
Stalinism,                60, 0,    nil,
Ploiesti Oil Fields,      60, 0,    nil,
Soviet Academy of Sciences,60,0,    nil,
Imperial Palace,          60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ukrainian Farming
nil,        ; United Kingdom
Lit,        ; Economic Centre
nil,        ; Japanese Sea Power
Lit,        ; Third Reich
nil,        ; British Commonwealth
Lit,        ; Great Wall Of China
Lit,        ; Italian Navy
nil,        ; Skoda Industries
Lit,        ; Burma Road
Lit,        ; Arch de Triumphe
nil,        ; Peenemnde Complex
nil,        ; The Royal Navy
nil,        ; Propaganda Campaign
Lit,        ; Ruhr Gebiet
nil,        ; Freedom of Speech
nil,        ; Secret Code Breaking Centre
nil,        ; Caucasus Oil Fields
nil,        ; Lend Lease Program
Lit,        ; Statue of Liberty
Lit,        ; Eiffel Tower
nil,        ; Rosie the Riveter
nil,        ; Narvik Ore Mines
nil,        ; Atomic Bomb Program
nil,        ; Stalinism
Lit,        ; Ploiesto Oil
nil,        ; Soviet Sciences
nil,        ; Imperial Palace


;
;    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
Heavy Battleship,         nil, 2, 10.,0, 16a,15d, 3h,3f,100,0,  2, NP,  010000000000001 *
Engineers,                nil, 0,  2.,0,  0a,1d,  1h,1f, 14,0,  5, Exp, 000000000000010 *
Heavy Tank,               nil, 0,  2.,0, 30a,17d, 2h,2f, 16,0,  0, U2,  000000000000000 *
KV-1,                     X2,  0,  2.,0, 23a,15d, 2h,2f, 14,0,  0, E1,  000000000000000 *
Cruiser,                  nil, 2, 10.,0, 10a,10d, 2h,2f, 40,0,  2, Lit, 010000000000001 *
Light Tank,               Plu, 0,  3.,0, 20a,12d, 2h,2f, 12,0,  0, Cur, 000000000000000 *
Interceptor,              Tac, 1,  7.,2,  8a,8d,  2h,2f, 12,0,  3, Esp, 000000000010001
Improved Interceptor,     nil, 1,  7.,2, 11a,11d, 2h,2f, 14,0,  3, Tac, 000000000010001
Cavalry Divison,          Plu, 0,  2.,0, 15a,8d,  2h,2f, 10,0,  0, Lit, 000000000000000 *
Militia,                  nil, 0,  1.,0, 12a,6d,  2h,2f,  6,0,  1, Gue, 000001000001000 *
Mechanised Infantry,      nil, 0,  2.,0, 20a,10d, 2h,2f, 14,0,  0, Mag, 000000001000010 *
Light Bomber,             Min, 1,  7.,2, 26a,1d,  2h,2f, 16,0,  0, Iro, 000000000000000 *
Medium Bomber,            nil, 1,  9.,3, 30a,2d,  2h,2f, 18,0,  0, Min, 000000000000000 *
Heavy Bomber,             nil, 1, 11.,3, 43a,5d,  2h,2f, 22,0,  0, Met, 000000000000000 *
Motorised Infantry,       nil, 0,  3.,0, 16a,9d,  2h,2f, 10,0,  1, Lit, 000000001000010 *
Defensive Line,           no,  0,  0.,0,  0a,25d, 2h,2f, 30,0,  1, no,  000000000000000 *
T-34/76,                  Sup, 0,  2.,0, 26a,17d, 2h,2f, 16,0,  0, SFl, 000000000000000 *
T-34/85,                  X2,  0,  2.,0, 35a,16d, 2h,2f, 18,0,  0, Sup, 000000000000000 *
PzKpfW IV,                X4,  0,  2.,0, 25a,15d, 2h,2f, 16,0,  0, Plu, 000001000000010 *
Biplane Fighter,          Feu, 1,  4.,2,  5a,3d,  2h,2f, 10,0,  3, Lit, 000000000010000 *
PzKpfW VI Tiger I,        X4,  0,  1.,0, 37a,20d, 2h,2f, 20,0,  0, Eng, 000000000000000 *
PzKpfW VIB Knigstiger,   X4,  0,  1.,0, 38a,25d, 2h,2f, 24,0,  0, Uni, 000000000000000 *
PzKpfW V Panther,         X4,  0,  2.,0, 32a,18d, 2h,2f, 18,0,  0, CoL, 000000000000000 *
Pocket Battleship,        X4,  2, 13.,0, 14a,14d, 3h,3f, 70,0,  2, NP,  010000000000001 *
Junkers-87 Stuka,         X4,  1,  6.,2, 28a,4d,  2h,2f, 14,0,  0, Too, 000000000000000 *
Heavy Artillery,          nil, 0,  1.,0, 27a,2d,  2h,2f, 14,0,  0, Exp, 000000001000000 *
Ground Attack Aircraft,   Ldr, 1,  7.,2, 24a,2d,  2h,2f, 12,0,  0, Too, 000000000000000 *
Aichi D3A1,               X7,  1,  8.,2, 28a,2d,  2h,2f, 14,0,  0, Too, 000000000000000 *
Escort Fighter,           ToG, 1,  7.,3,  6a,10d, 2h,2f, 14,0,  1, Iro, 000000000010000 *
Improved Escort Fighter,  nil, 1,  9.,3,  9a,13d, 2h,2f, 16,0,  1, ToG, 000000000010000 *
Char B1 Bis,              X3,  0,  2.,0, 25a,14d, 2h,2f, 16,0,  0, Plu, 000000000000010 *
JS-2,                     X2,  0,  1.,0, 40a,20d, 2h,2f, 22,0,  0, PT,  000000000000000 *
V-1 Fritz,                X4,  1, 15.,1, 35a,5d,  2h,2f, 12,0,  0, AFl, 001000000000000 *
Battleship,               nil, 2,  8.,0, 13a,13d, 3h,3f, 60,0,  2, Lit, 010000000000001 *
Destroyer,                nil, 2, 11.,0,  9a,9d,  2h,2f, 25,0,  2, Lit, 110000000000001 *
M4 Sherman,               X5,  0,  2.,0, 25a,16d, 2h,2f, 16,0,  0, Plu, 000000000000000 *
Flak Battery,             nil, 0,  1.,0,  0a,11d, 2h,2f, 16,0,  1, Iro, 010010000000000 *
Il-2 Sturmovik,           X2,  1,  7.,2, 28a,6d,  2h,2f, 14,0,  0, Too, 000000000000000 *
Medium Tank,              nil, 0,  2.,0, 23a,13d, 2h,2f, 14,0,  0, Plu, 000000000000000 *
Jet Fighter,              nil, 1,  7.,2, 18a,14d, 2h,2f, 18,0,  3, Amp, 000000000010000 *
U-Boat XXI Type,          X4,  2, 15.,1, 10a,9d,  2h,2f, 30,0,  0, Med, 010000000001001 *
Submarine,                Med, 2,  7.,1,  9a,8d,  2h,2f, 20,0,  0, Lit, 010000000001001 *
Aircraft Carrier,         nil, 2,  8.,0,  0a,8d,  2h,2f, 50,0,  2, Lit, 010000010000001 *
Freighter,                nil, 2, 11.,0,  0a,1d,  2h,2f, 18,2,  4, nil, 010000000000000 *
M36 Jackson,              X5,  0,  2.,0, 34a,18d, 2h,2f, 18,0,  0, PT,  000000000000000 *
Atomic Bomb,              nil, 1,  9.,3, 99a,3d,  2h,2f,100,0,  0, NF,  001000000000000 *
Fighter,                  Bro, 1,  7.,2, 10a,6d,  2h,2f, 12,0,  3, Feu, 000000000010000 *
Improved Fighter,         nil, 1,  9.,1, 13a,9d,  2h,2f, 14,0,  3, Bro, 000000000010000
Trade Goods,              Ldr, 0,  2.,0,  0a,3d,  2h,2f, 10,0,  7, Cor, 000000000000010 *
Trade Commodities,        Cmp, 0,  2.,0,  0a,3d,  2h,2f, 12,0,  7, Cor, 000000000000010 *
Garrison,                 nil, 0,  1.,0, 10a,14d, 2h,2f,  8,0,  1, nil, 000010001000001 *
Waffen SS,                X4,  0,  1.,0, 20a,12d, 2h,2f, 12,0,  0, Phy, 000000001000010 *
Commandos,                X6,  0,  1.,0, 18a,8d,  2h,2f, 12,0,  0, Phy, 000001001000010 *
Foreign Legion,           X3,  0,  1.,0, 18a,8d,  2h,2f, 12,0,  0, Phy, 000001001000010 *
US Marines,               X5,  0,  1.,0, 20a,8d,  2h,2f, 12,0,  0, Phy, 000000001000110 *
Japanese Marines,         X7,  0,  1.,0, 18a,10d, 2h,2f, 12,0,  0, Phy, 000000001000110 *
Red Guard,                X2,  0,  1.,0, 18a,12d, 2h,2f, 10,0,  0, Phy, 000000001000010 *
Marines,                  nil, 0,  1.,0, 16a,8d,  2h,2f, 12,0,  0, Phy, 000000001000110 *
Infantry Division,        Phy, 0,  1.,0, 14a,10d, 2h,2f,  8,0,  0, Lit, 000000001000010 *
Improved Inf. Division,   nil, 0,  1.,0, 16a,12d, 2h,2f, 12,0,  0, Phy, 000001001000010 *
Airborne Division,        nil, 0,  1.,0, 14a,9d,  2h,2f, 14,0,  0, San, 000000101000010 *
Katyusha,                 X2,  0,  2.,0, 30a,3d,  2h,2f, 14,0,  0,  U3, 000000001000000 *

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,              2,3,  0,1,0,   yes, 1, 5, 5,   no,  1, 5,  3,  no,   ; Drt
Plains,              1,2,  1,1,0,   yes, 1, 5, 1,   yes, 3,10,  1,  no,   ; Pln
Grassland,           1,2,  2,1,0,   yes, 1, 5, 2,   yes, 3,10,  1,  no,   ; Grs
Snowy Taiga,         2,4,  1,1,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,   ; For
Hills,               2,3,  1,0,0,   no,  1,10, 0,   yes, 6,10,  1,  no,   ; Hil
Mountains,           3,6,  0,1,0,   no,  3,10, 0,   no,  1,10,  6,  no,   ; Mou
Winterland,    	     2,4,  2,1,0,   yes, 1, 5, 2,   yes, 3,10,  0,  no,   ; Tun
Industrial Land,     2,4,10,10,10,  no,  0, 0, 0,   yes, 5,10,  1,  no,   ; Gla
Swamp,               2,3,  1,0,0,   For, 0,15, 6,   no,  0,15,  0,  no,   ; Swa
Tropic Forest,       2,4,  1,0,0,   Pln, 0,15, 6,   no,  0,15,  0,  no,   ; Jun
Ocean,               1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Oce
Desert Village,      1,3,  3,1,0,
Chemical Facilities, 1,2,  1,3,6,
Grassland,           1,2,  2,1,0,
Paper Mill,          2,4,  1,2,4,
Factory Complexes,   2,3,  1,6,3,
Coal Working,        3,6,  0,6,4,
Petrol Dump,         2,4,  0,0,5,
Super Industries,    1,4, 15,15,15,
Turf,                2,3,  3,2,2,
Rubber,              2,4,  4,0,10,
Trade Route,         1,2,  2,0,8,
Oil,                 1,3,  2,4,20,
Factory Complexes,   1,2,  3,5,2,
Grassland,           1,2,  2,1,0,
Mill,                2,4,  1,4,2,
Industrialized Mine, 2,3,  1,6,3,
Ruhr/Ural Industry,  3,6,  0,30,60,
Supply Base,         2,4,  1,4,0,
Super Industries,    1,4, 15,15,15,
Turf,                2,3,  3,2,2,
Rubber,              2,4,  4,0,10,
Fisheries,           1,2,  4,2,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Neutral Economy,Leader,      Leader
Imperial Economy,Emperor,    Emperor
State Economy,  Fhrer,      Fhrer
War Economy,    Commander-in-Chief, Commander-in-Chief
Market Economy, Prime Minister,Prime Minister
Plan Economy,   Premier,     Premier


;
;   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,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1,  1, -1,     3, Reichskanzler, Reichskanzlerin, 5, Bundeskanzler, Bundeskanzlerin
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,   -1, -1,  1,     4, Guerre Prsident, Guerre Prsident, 5, Prsident, Prsident
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  1,     1, Neutral Leader, Neutral Leader,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,    -1,  1, -1,     6, Premier, Premier, 5, President, President
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Emperor, Emperor, 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,    -1, -1,  1,     5, Prime Minister, Prime Minister, 4, Wartime PM, Wartime PM
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1,  1, -1,     2, Emperor, Emperor, 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,     5, President, President, 4, Wartime President, Wartime President
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
Textiles,
Chemicals,
Luxery Goods,
Low Grade Minerals,
Farm Products,
Coal,
Steel,
Oil,
Rubber,
Iron Ore,
Gold,
Outdated Machinery,
Energy,
Scrap Metals,
Poor Consumer Goods,
Nuclear Material,


@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
Private (easiest)
Major
Colonel
General
Field Marshal
Commander in Chief

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













