;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   Rules file for the scen 'The Great War'
;   by Stephan Sander a.k.a. jim panse
;   April 2004
;

;
;   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
4       ; 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)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
30      ; 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
50      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
66      ; Percent shield penalty for production type change
6       ; 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
Army Air Service,	4, 1,  Ato, MP,  1, 4    ; AFl         0	Spotter Plane
Basic Education,	1, 0,  nil, nil, 3, 2    ; Alp								State Schools
Armed Forces,		1, 0,  nil, nil, 2, 4    ; Amp			Police, (B.E.F.), Terr. Army		City Garrison
Military Draft,		6,-2,  Amp, MP,  2, 4    ; Ast			Regulars F, Ger, I, Ru, US, CS						General Staff
Military Planning,	6,-2,  Ast, nil, 2, 4    ; Ato			Reserves F, Ger, US, CS							Schlieffen Plan
War of Secession,	1, 0,  no,  no,  1, 1    ; Aut         5										The Gray House
Regional Trade,		1, 0,  nil, nil, 3, 3    ; Ban								Local Industries
Industrialisation,	1, 0,  nil, nil, 1, 0    ; Bri								Industrial Estates
Ballistics,		4, 1,  Amp, SE,  2, 1    ; Bro			Field Artilleries
War Patriotism,		4, 1,  nil, nil, 3, 2    ; Cer							
Howitzer Design,	6,-2,  Bro, nil, 2, 1    ; Che	       10	Howitzers
Cavalry Troops,		6,-2,  Amp, nil, 2, 4    ; Chi			Chevaliers, Ulanen, Sipahis
Civil Administration,	1, 0,  nil, nil, 3, 2    ; CoL								Provincial Government
Not Quadruple Alliance,	0, 0,  no,  no,  2, 4    ; CA						
Chemical Industries,	6,-2,  Bri, nil, 1, 0    ; Cmb	       15						Fertiliser Plant
Not used,		0, 0,  no,  no,  3, 4    ; Cmn
Military Science,	4,-1,  Uni, Mob, 2, 4    ; Cmp			
Infiltration Tactics,	8,-2,  Inv, Cmp, 0, 1    ; Csc			
Not used,		0, 0,  no,  no,  3, 4    ; Cst
War Bond Companies,     6,-2,  Eco, nil, 3, 3    ; Cor								War Bonds
Military Engineering,	6,-1,  Ato, Eng, 2, 4    ; Cur	       20						City Defences
Not used,		0, 0,  no,  no,  3, 4    ; Dem
Wartime Economics,	6,-1,  ToG, nil, 3, 3    ; Eco								Increased Wages
Russian Revolution,	0, 0,  no,  no,  0, 2    ; E1			
2nd Mexican War,	1, 0,  no,  no,  1, 1    ; E2												Rememberance Monument
Civil Engineering,	1, 0,  nil, nil, 3, 2    ; Eng         25	Engineers				Civil Services
Allied Embassy,		0, 0,  no,  no,  0, 3    ; Env			
Heavy Artillery,	6,-2,  Csc, nil, 2, 1    ; Esp			
Ottoman Embassy,	0, 0,  no,  no,  0, 4    ; Exp			
Industrial War Effort,	8,-2,  Eco, Bri, 1, 0    ; Feu								Industrial Mobilisation
Military Navy IV,	8,-2,  Mat, Mas, 2, 0    ; Fli         30	Superdreadnought
Not used,		0, 0,  no,  no,  3, 4    ; Fun			
Italian Embassy,	0, 0,  no,  no,  1, 3    ; FP			
Stormtrooper Training,	8,-2,  Csc, Mas, 0, 1    ; Gen			Stormtroopers								Stormtrooper Training
Not used,		0, 0,  no,  no,  3, 4    ; Gue			
German Embassy,		0, 0,  no,  no,  0, 1    ; Gun         35	
Navy Doctrine,		4, 1,  Ato, nil, 2, 0    ; Hor												Navy Department
Russian Empire,		1, 0,  no,  no,  0, 2    ; Ind			Cossacks
Central Powers,		1, 0,  no,  no,  0, 1    ; Inv
Submersible Warfare,	6,-1,  Mag, Rob, 2, 0    ; Iro			Submersible
Trade Unions,		1, 0,  Bri, nil, 1, 0    ; Lab	       40	
Colonial Troops,	4, 1,  Bri, Amp, 2, 4    ; Las			Colonial Troops
Total War Taxation,	6,-2,  Mas, CoL, 3, 2    ; Ldr								War Tax Offices
Higher Education,	1, 0,  Alp, nil, 3, 2    ; Lit								University
New War Industries,	4,-2,  Feu, Uni, 1, 0    ; Too								Ammunition Plant
Military Navy II,	7,-2,  Nav, Che, 2, 0    ; Mag         45	Armoured Cruiser
Maritime Navigation,	1, 0,  nil, nil, 2, 0    ; Map								Naval Port
Total War Effort,	8,-2,  Too, nil, 2, 4    ; Mas								Mass War Production		Hindenburg Program
Mass Production,	7,-2,  Bri, nil, 1, 0    ; MP			
Military Navy III,	8,-2,  Mag, Hor, 2, 0    ; Mat			Dreadnought, Battlecruiser
Healthcare System,	4, 1,  Mat, nil, 3, 2    ; Med	       50						Healthcare System
Amphibious Warfare,	6,-2,  Mag, U1,  1, 2    ; Met			U.S. Marines
Naval Fortifications,	4, 1,  Nav, Cur, 2, 0    ; Min								Coastal Defences
Trench Warfare,		8,-2,  Ato, nil, 2, 3    ; Mob			
Monarchy,		1, 0,  nil, nil, 3, 2    ; Mon			
War Propaganda,		6,-1,  nil, Bri, 3, 2    ; MT          55						Newsreel Theatres		War Propaganda
War Heroes,		4, 1,  MT,  nil, 3, 2    ; Mys			
Military Navy I,	6,-2,  Sea, SE,  2, 0    ; Nav			DD Flotilla, Predreadnought, Gunboat
Yankee Embassy,		0, 0,  no,  no,  1, 2    ; NF			
Not Central Powers,	0, 0,  no,  no,  2, 4    ; NP			
Russian Embassy,	0, 0,  no,  no,  0, 2    ; Phi	       60	
Colonial Mobilisation,	6,-2,  Las, Pla, 0, 3    ; Phy			ANZACs, Canadians (Events!)
Entente cordiale,	1, 0,  no,  no,  0, 3    ; Pla			
Interrupter Gear,	4,-2,  AFl, nil, 1, 4    ; Plu			
Fotress Design,		1, 0,  Cur, nil, 2, 4    ; PT			Fortress
Poison Gas Fabrication,	6,-2,  Mob, Cmb, 1, 0    ; Pot         65	Poison Gas
Not used,		0, 0,  no,  no,  3, 4    ; Rad			
Not used,		0, 0,  no,  no,  3, 4    ; RR
Mobile Warfare Theory,	8,-2,  Cmp, nil, 3, 1    ; Rec			
Barrel Design,		8,-2,  Rec, nil, 3, 1    ; Ref												Barrel Works
Cotton Industries,	1, 0,  no,  no,  1, 1    ; Rfg         70	
Parliamentary Democracy,1, 0,  nil, nil, 3, 2    ; Rep												War Censorship
Merchant Navy,		4, 1,  Sea, SE,  2, 2    ; Rob			Freight Ship
Mining Warfare,		6,-2,  Nav, nil, 2, 0    ; Roc			Minefields
Improved Conditions,	4, 1,  Med, nil, 3, 2    ; San								Suburban Expansion
Naval Industries,	4, 1,  Map, Bri, 1, 0    ; Sea         75						Shipyards
Rebel Embassy,		0, 0,  no,  no,  1, 1    ; SFl			
Barrel Deployment,	8,-2,  Ref, nil, 3, 1    ; Sth			Barrel
Steel Processing,	8,-2,  Bri, MP,  1, 0    ; SE								Heavy Industries
Tank Design,		8,-2,  Rec, nil, 3, 1    ; Stl			
Tank Deployment,	8,-2,  Stl, nil, 3, 1    ; Sup         80	Tank
Air Forces III,		8,-2,  War, Mas, 1, 4    ; Tac			Fokker D.II, Sopwith Camel, Wright Biplane
War Propaganda,		6, 1,  Mas, nil, 3, 2    ; The			
International Trade,	4,-2,  Tra, Ban, 3, 3    ; ToG								Stock Exchange
Supply Logistics,	4, 1,  Ban, nil, 3, 3    ; Tra			Supply Convoy				Supply Depots
Military Academics,	4, 1,  Lit, Ato, 2, 4    ; Uni         85						Officer Academy			General Staff Academy
Air Forces,		6,-2,  Plu, nil, 1, 4    ; War			Spad.XIII
Turret Design,		8,-2,  Sup, Uni, 3, 1    ; Whe			FT-17 Light Tank
Negroe Conscription,	1, 0,  no,  no,  1, 1    ; Wri			Negroe Army
New War Plan,		0, 0,  nil, nil, 2, 4    ; ...
United States,		1, 0,  no,  no,  1, 2    ; U1	       90	
Mormon Insurgency,	1, 0,  no,  no,  1, 2    ; U2			
Easter Rising,		1, 0,  no,  no,  0, 3    ; U3			
Italian War Entry,	1, 0,  no,  no,  1, 3    ; X1			
Ottoman War Entry,	1, 0,  no,  no,  0, 4    ; X2			
Gallipoli Expedition,	1, 0,  X2,  nil, 0, 3    ; X3          95	
Mesopotamian Campaign,	1, 0,  X2,  nil, 0, 3    ; X4
Oriental Army,		1, 0,  X3,  Pla, 0, 3    ; X5
The Western Front,	1, 0,  no,  no,  2, 3    ; X6			
Lee's Heritage,		1, 0,  no,  no,  1, 1    ; 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.
;

;
; 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,
Seat of Government,       10, 0,    nil,
Barracks,                  4, 1,    nil,
Supply Depots,             6, 1,    Tra,
City Garrison,             4, 1,    Amp,
Local Industries,          8, 1,    Ban,
State Schools,             8, 1,    Alp,
Civil Services,            8, 1,    Eng,
City Defences,             2, 0,    Cur,
Provincial Government,     8, 2,    CoL,
Stock Exchange,           12, 2,    ToG,
Newsreel Theatres,        12, 2,    MT, 
University,               16, 3,    Lit,
Healthcare Systems,       16, 4,    Med,
Increased Wages,          10, 4,    Eco,
Industrial Estates,       20, 2,    Bri,
Mass War Production,      32, 4,    Mas,
Not used,                 20, 4,    no, 
Not used,                 20, 2,    no, 
Heavy Industries,         16, 4,    SE, 
Ammunition Plant,         24, 4,    Too,
Not used,                 16, 2,    no, 
War Tax Offices,          16, 2,    Ldr,
Suburban Expansion,       12, 2,    San,
Cotton Industries,         8, 1,    no, 
Industrial Mobilisation,  20, 3,    Feu,
Officer Academy,          16, 2,    Uni,
Not used,                 10, 2,    no, 
Coastal Defences,          8, 1,    Min,
Not used,                 32, 4,    no, 
Naval Port,                6, 1,    Map,
Shipyards,                16, 2,    Sea,
Not used,                 16, 3,    no, 
Not used,                  6, 2,    no, 
Not used,                  8, 3,    no, 
Not used,                  8, 3,    no, 
Not used,                  8, 3,    no, 
Not used,                  8, 3,    no, 
War Bonds,                60, 0,    Cor,
Not used,                 60, 0,    no, 
Barrel Works,             60, 0,    Ref,
Bosphorus Straits,        60, 0,    Tra,
Royal Admirality,         60, 9,    Hor,
Not used,                 60, 0,    no, 
Orthodox Church,          60, 0,    nil,
Njevskyi Prospekt,        60, 0,    no, 
Not used,                 60, 0,    no, 
Krupp Steel Works,        60, 0,    no, 
General Staff,            60, 0,    Ast,
War Propaganda,           60, 0,    MT, 
Research Centre,          60, 0,    Lit,
Not used,                 60, 0,    no, 
Dominion of Canada,       60, 9,    nil,
Not used,                 60, 0,    no, 
Hindenburg Program,       60, 0,    Mas,
General Staff Academy,    60, 0,    Uni,
Suez Canal,               60, 9,    nil,
Kaiser Wilhelm Canal,     60, 0,    no, 
Rememberance Monument,    60, 0,    no, 
The Gray House,           60, 0,    no, 
War Censorship,           60, 0,    Rep,
Total War Effort,         60, 0,    Mas,
Not used,                 60, 0,    no, 
Not used,                 60, 0,    no, 
Schlieffen Plan,          60, 0,    nil,
Not used,                 60, 0,    no, 
Islamic Legacy,           60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Not used
nil,        ; Barrel Works
nil,        ; Bosphorus Straits
nil,        ; Royal Admirality
nil,        ; Not used
nil,        ; Orthodox Church
nil,        ; Njevskyi Prospekt
nil,        ; Not used
nil,        ; Krupp Steel Works
nil,        ; General Staff
nil,        ; War Propaganda
nil,        ; Research Centre
nil,        ; Not used
nil,        ; Dominion of Canada
nil,        ; Not used
nil,        ; Hindenburg Program
nil,        ; General Staff Academy
nil,        ; Suez Canal
nil,        ; Kaiser Wilhelm Canal
nil,        ; Rememberance Monument
nil,        ; The Gray House
nil,        ; War Censorship
nil,        ; Total War Effort
nil,        ; Not used
nil,        ; Not used
nil,        ; Schlieffen Plan
nil,        ; Not used
nil,        ; Islamic Legacy


;
;    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
Engineers,    nil, 0,  2.,0,  0a,1d,  2h,1f,  3,0,  5, Eng, 000000000000001
Spotter Plane,nil, 1,  5.,1,  0a,1d,  2h,2f, 10,0,  3, AFl, 000000000000001
Arme Francaise (1914),X6,  0,  2.,0,  6a,3d,  3h,3f,  4,0,  0, no,  000000001000000
Arme Francaise,Env, 0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, X6,  000000001000000
B.E.F.,       nil, 0,  2.,0,  5a,4d,  4h,3f,  7,0,  0, no,  000000001000000
Kitchener's Army,Env, 0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, X6,  000000001000000
Spad.XIII,    Env, 1,  4.,2,  3a,1d,  2h,2f, 14,0,  3, War, 000000000010000
Minefield,    nil, 1,  3.,0,  5a,1d,  3h,1f,  8,0,  2, no,  000000000100000
Mexican Army, nil, 0,  0.,0,  4a,3d,  3h,3f,  4,0,  0, no,  000000001000000
Bosheviks,    nil, 0,  2.,0,  6a,3d,  3h,3f, 12,0,  0, no,  000000001010010
Esercito Italiano,FP,  0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, Ast, 000000001000000
Linieninfanterie,Gun, 0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, Ast, 000000001000000
Infanterie,   Gun, 0,  2.,0,  6a,4d,  4h,3f,  7,0,  0, Ast, 000000001000000
Sturmtruppen, nil, 0,  2.,0,  8a,4d,  5h,3f, 12,0,  0, Gen, 000000001000010
Territorial Army,Env, 0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Amp, 000000001000000
Ulanen,       Gun, 0,  3.,0,  7a,3d,  2h,4f,  8,0,  0, Chi, 000000000000010
Cossacks,     Phi, 0,  3.,0,  6a,1d,  3h,3f,  4,0,  0, Chi, 000000000000010
Mark.IV Tank, nil, 0,  1.,0, 12a,4d,  4h,4f, 18,0,  0, Sup, 000010000000010
Sipahi Cavalry,Exp, 0,  3.,0,  6a,3d,  3h,2f,  8,0,  0, Chi, 000000000000010
Chvaliers,   Env, 0,  3.,0,  7a,3d,  2h,4f,  8,0,  0, Chi, 000000000000010
Light Cruiser,nil, 2,  9.,0,  5a,2d,  3h,2f, 28,0,  2, Nav, 000000001010001
Armoured Cruiser,nil, 2,  8.,0,  5a,3d,  3h,2f, 30,0,  2, Mag, 000000001000001
Field Artillery,NP,  0,  1.,0, 10a,2d,  8h,1f,  9,0,  0, Bro, 000000000000000
Barrel,       NF,  0,  1.,0, 12a,4d,  4h,4f, 18,0,  0, Sth, 000010000000010
Field Artillery,CA,  0,  1.,0, 10a,2d,  9h,1f,  9,0,  0, Bro, 000000000000000
Howitzer,     NP,  0,  1.,0, 12a,1d,  9h,1f, 11,0,  0, Che, 000000001000000
Howitzer,     CA,  0,  1.,0, 12a,1d,  9h,1f, 11,0,  0, Che, 000000001000000
U.S. Army,    NF,  0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, Ast, 000000001000000
C.S. Army,    Wri, 0,  2.,0,  5a,4d,  3h,3f,  6,0,  0, X7,  000000001000000
Predreadnought,nil, 2,  6.,0,  5a,3d,  3h,2f, 25,0,  2, Sea, 000000000000000
Russian Army, Phi, 0,  2.,0,  4a,4d,  4h,2f,  4,0,  1, Ast, 000000001000000
Ottoman Army, Exp, 0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, Ast, 000000001000000
Dreadnought,  nil, 2,  7.,0,  8a,4d,  4h,3f, 35,0,  2, Mat, 000000000000000
Battlecruiser,nil, 2,  8.,0,  8a,3d,  3h,3f, 33,0,  2, Mat, 000000000000000
Superdreadnought,nil, 2,  7.,0,  9a,4d,  4h,4f, 40,0,  2, Fli, 000000000000000
Destroyer Flotilla,nil, 2, 10.,0,  6a,2d,  2h,3f,  6,0,  2, Nav, 000000000000001
Canadian Army,nil, 0,  2.,0,  5a,4d,  4h,3f,  7,0,  0, no,  000000001000000
ANZACs,       nil, 0,  2.,0,  5a,4d,  4h,3f,  7,0,  0, no,  000000001000000
Black C.S. Army,nil, 0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, Wri, 000000001000000
Reserveinfanterie,Gun, 0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Ato, 000000001000000
Freighter,    nil, 2, 10.,0,  0a,1d,  2h,1f, 20,2,  4, Rob, 000000000000000
Submersible,  nil, 2,  8.,0,  6a,1d,  4h,2f, 15,0,  2, Iro, 000000000001001
U.S. Marines, nil, 0,  1.,0,  6a,3d,  3h,3f,  8,0,  0, Met, 000000001000100
Colonial Infantry,nil, 0,  2.,0,  5a,3d,  3h,2f,  3,0,  1, Las, 000000001000000
Poison Gas,   nil, 0,  1.,0, 12a,0d,  6h,1f,  4,0,  0, Pot, 001000001000000
Police Forces,nil, 0,  0.,0,  3a,3d,  3h,2f,  3,0,  1, Amp, 000000000000000
Fortress,     nil, 0,  0.,0,  0a,16d,10h,2f, 12,0,  1, no,  000000000000000
Gunboat,      nil, 2,  4.,0,  5a,2d,  3h,2f, 25,0,  0, no,  000000000000000
Infantry,     nil, 0,  1.,0,  5a,3d,  3h,3f,  4,0,  1, no,  000000001000000
Supply Convoy,nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, Tra, 000000000000010
whatever,     nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  0, no,  000000001010000
FT-17 Char lger,nil, 0,  2.,0, 12a,3d,  4h,3f, 20,0,  0, Whe, 000010000000010
Fokker/Wright Biplane,CA,  1,  6.,2,  4a,2d,  2h,2f, 16,0,  3, Tac, 000000000010000
Sopwith Camel,Env, 1,  6.,2,  4a,2d,  2h,2f, 16,0,  3, Tac, 000000000010000
Red Negroe Insurgents,nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  0, no,  000000001000010
Irish Nationalists,nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  0, no,  000000001000010
Mormon Insurgents,nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  0, no,  000000001000010
Trench Line (Ger),nil, 0,  0.,0,  0a,14d, 8h,2f,  6,0,  1, no,  000010000000000
Trench Line (US),nil, 0,  0.,0,  0a,14d, 8h,2f,  6,0,  1, no,  000010000000000
Trench Line (F),nil, 0,  0.,0,  0a,14d, 8h,2f,  6,0,  1, no,  000010000000000
Trench Line (UK),nil, 0,  0.,0,  0a,14d, 8h,2f,  6,0,  1, no,  000010000000000
Trench Line (CS),nil, 0,  0.,0,  0a,14d, 8h,2f,  6,0,  1, no,  000010000000000

;
; 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
Arid,		1,2,  0,0,0,   no,  1,40, 3,   no,  1, 5,  3,  Pln,  ; Drt
Oil Fields,	1,2,  0,4,8,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Pln
Arable,		1,3,  1,1,0,   yes, 2,10, 2,   yes, 3,10,  2,  Tun,  ; Grs
Wooded,		4,2,  0,2,0,   Grs, 0,30, 2,   no,  0, 5,  0,  no,   ; For
Hilly,		2,4,  1,0,0,   yes, 2,20, 1,   yes, 4,12,  2,  Pln,  ; Hil
Mountainous,	6,6,  0,0,0,   no,  1,50, 0,   no,  1,50,  0,  Hil,  ; Mou
Farmlands,	2,3,  6,1,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Tun
Frozen,		1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Gla
Northern Forest,4,2,  0,1,0,   no,  0,40, 3,   no,  0, 0,  0,  Grs,  ; Swa
Jungle,		4,2,  1,0,0,   yes, 1,20, 3,   no,  0,15,  3,  Grs,  ; Jun
Sea/River,	1,6,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Oce
Oasis,		1,2,  1,0,0,
Oil Company,	1,2,  0,8,4,
Pasture,	1,3,  2,1,0,
Timber Works,	4,2,  0,4,2,
Mining Site,	2,4,  0,8,2,
Peak,		6,6,  0,0,0,
Fertile Soil,	2,3,  8,1,2,
Rocks,		1,2,  0,0,0,
Thicket,	4,2,  0,0,0,
Marshes,	4,2,  0,0,0,
Fishing Grounds,1,6,  5,0,2,
Rocks,		1,2,  0,0,0,
Refinery,	1,2,  0,8,4,
Pasture,	1,3,  2,1,0,
Timber Works,	4,2,  0,4,2,
Mining Site,	2,4,  0,8,2,
Peak,		6,6,  0,0,0,
Fertile Soil,	2,3,  8,1,2,
Rocks,		1,2,  0,0,0,
Thicket,	4,2,  0,0,0,
Marshes,	4,2,  0,0,0,
Fishing Grounds,1,6,  5,0,2,




@GOVERNMENTS
Anarchy,        Mr.,		Mr.
Tsarism,	HM,		HM
Monarchy,       HM,		HM
Democracy,	President,	President
Fundamentalism, High Priest,	High Priestess
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
Tsar Nicholas II,		Tsar Nicholas II,		0, 1, 0, Russian Empire,	Russian,	 1,  1, -1,
King Vittorio Emmanuele II,	King Vittorio Emmanuele II,	0, 2, 0, Kingdom of Italy,	Italian,	 1,  1, -1,
Kaiser Wilhelm II,		Kaiser Wilhelm II,		0, 3, 1, Central Powers,	German,		 1,  1, -1,
Woodrow Wilson,			Woodrow Wilson,			0, 4, 2, Confederate States,	American,	 1,  1, -1,
Theodore Roosevelt,		Theodore Roosevelt,		0, 5, 2, United States,		American,	 1,  1, -1,
Raimond Poincar,		Raimond Poincar,		0, 6, 2, Entente cordiale,	Allied,		 1,  1, -1,
Sultan Mehmed V,		Sultan Mehmed V,		0, 7, 3, Ottoman Empire,	Ottoman,	 1,  1, -1,
Tsar Nicholas II,		Tsar Nicholas II,		0, 1, 0, Russian Empire,	Russian,	 1,  1, -1,
King Vittorio Emmanuele II,	King Vittorio Emmanuele II,	0, 2, 0, Kingdom of Italy,	Italian,	 1,  1, -1,
Kaiser Wilhelm II,		Kaiser Wilhelm II,		0, 3, 1, Central Powers,	German,		 1,  1, -1,
Woodrow Wilson,			Woodrow Wilson,			0, 4, 2, Confederate States,	American,	 1,  1, -1,
Theodore Roosevelt,		Theodore Roosevelt,		0, 5, 2, United States,		American,	 1,  1, -1,
Raimond Poincar,		Raimond Poincar,		0, 6, 2, Entente cordiale,	Allied,		 1,  1, -1,
Sultan Mehmed V,		Sultan Mehmed V,		0, 7, 3, Ottoman Empire,	Ottoman,	 1,  1, -1,
Tsar Nicholas II,		Tsar Nicholas II,		0, 1, 0, Russian Empire,	Russian,	 1,  1, -1,
King Vittorio Emmanuele II,	King Vittorio Emmanuele II,	0, 2, 0, Kingdom of Italy,	Italian,	 1,  1, -1,
Kaiser Wilhelm II,		Kaiser Wilhelm II,		0, 3, 1, Central Powers,	German,		 1,  1, -1,
Woodrow Wilson,			Woodrow Wilson,			0, 4, 2, Confederate States,	American,	 1,  1, -1,
Theodore Roosevelt,		Theodore Roosevelt,		0, 5, 2, United States,		American,	 1,  1, -1,
Raimond Poincar,		Raimond Poincar,		0, 6, 2, Entente cordiale,	Allied,		 1,  1, -1,
Sultan Mehmed V,		Sultan Mehmed V,		0, 7, 3, Ottoman Empire,	Ottoman,	 1,  1, -1,

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



;
;   Trading Commodities
;
@CARAVAN
Armaments,
Cloth,
Bearings,
Salt,
Sugar,
Coal,
Steel,
Iron,
Wine,
Ammo,
Grain,
Gasoline,
Ore,
Gold,
Oil,
Petroleum,


@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
Captain   
Major  
Colonel
Brigadier
General 
Field Marshal

@ATTITUDES
Brotherly
Loyal
Trusting
Receptive
Neutral
Distant
Icy
Hostile
Furious
