;
;   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)
1       ; 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)
10      ; Monarchy  pays support for all units past this
0       ; 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
10      ; 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
Air Advance 10,     4,-2,  U3,  Too, 3, 4    ; AFl		 1
Science Advance 1,  5, 1,  nil, nil, 0, 3    ; Alp *	         2 Doubles the literacy demographics.
Amphibious Warfare, 3,-2,  Bro, nil, 3, 0    ; Amp
Air Advance 4,      4, 1,  Sea, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato		 5
[Automobile],       6,-1,  no,   no, 3, 4    ; Aut		 6 1/2 of Modern + Increases population based pollution.
Money Advance 3,    4, 1,  Tra, nil, 1, 1    ; Ban
[Bridge Building],  4, 0,  no,   no, 0, 4    ; Bri		 8 Activates construction of roads (and railroads) in river squares.
Army Advance 1,     6,-1,  nil, nil, 0, 4    ; Bro *
Religion/Happy 1,   5, 0,  nil, nil, 0, 2    ; Cer *		10 Activates Temples.
Modern Tech 1,      5,-1,  Uni, Med, 1, 3    ; Che
Army Advance 5,     4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  AFl, nil, 3, 0    ; CA (Mob)
Modern Tech 3,      5,-1,  Ref, Exp, 2, 4    ; Cmb		15
[Communism],        5, 0,  no,   no, 2, 2    ; Cmn		16 GOVERNMENT + Reduces Cathedrals + More partisans.
New Tech 4,         4, 1,  Min,  MP, 3, 4    ; Cmp
Army Advance 7,     7,-1,  Ldr, Met, 2, 0    ; Csc
Industry Advance 2, 4, 0,  Mas, Cur, 0, 4    ; Cst              19 Allows settler units to build Fortresses.
Money Advance 5,    4, 0,  Ind, Eco, 2, 1    ; Cor		20 Activates Freight Truck?
Money Advance 1,    4, 1,  nil, nil, 0, 1    ; Cur
[Democracy],        5, 1,  no,   no, 2, 2    ; Dem		22 GOVERNMENT + Courthouse happy effect under Democracy.
Money Advance 4,    4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1
New Tech 1,         4, 1,  E1,  Cor, 3, 4    ; E2		25 1/2 of Modern Style + 1 more happy citizen with collosseum.
Industry Advance 3, 4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env              27 Decreases population based pollution.
Espionage,          2,-1,  nil, nil, 3, 0    ; Esp (Cmn)
Modern Engineering, 5, 0,  Che, nil, 2, 4    ; Exp              29 Allows terrain transformation if connected with Engineer unit.
Army Advance 4,     4,-1,  War, nil, 0, 0    ; Feu 		30 Professional Armies.
Modern Tech 4,      4,-1,  Cmb, ToG, 2, 4    ; Fli              31 Reduces by 1/3 the bonus from caravans. 
[Socialism],        3,-2,  MT,  Csc, 2, 2    ; Fun		32 GOVERNMENT.
[Fusion Power],     3, 0,  no,  no,  3, 3    ; FP               33 Eliminates the threat of Nuclear Plant meltdown.
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
[Guerrilla Warfare],4, 1,  no,   no, 3, 0    ; Gue		35 Activates Pratisans.
[Gunpowder],        8,-2,  no,   no, 1, 0    ; Gun		36 Sells Barracks + 1 more maintenance + 1/2 Renaissance People style.
Cavalry Warfare,    4,-1,  nil, nil, 0, 0    ; Hor *
Industrialization,  6, 0,  Ban, nil, 2, 1    ; Ind		38 Industrial City Style + Increases population based pollution + Oil trade.
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv		39 1/2 Renaissance People style + Reduces by 50% the bonus from caravans. Advance 2,          5,-1,  Bro, nil, 0, 4    ; Iro		40
Mass Production 2,  4,-1,  MP,  nil, 3, 2    ; Lab
The Laser,          4, 0,  NP,   MP, 3, 3    ; Las
Army Advance 6,     5,-1,  Chi, nil, 1, 0    ; Ldr (Gun)
Science Advance 3,  5, 2,  Wri, CoL, 0, 3    ; Lit              44 Doubles literacy demographics.
New Tech 2,         4,-2,  Tac, E2,  2, 4    ; Too		45
Air Advance 6,      4,-1,  Nav, Phy, 1, 3    ; Mag              46 Increases annual income demographics.
Air Advance 2,      6,-1,  Pot, Alp, 0, 1    ; Map              47 Allows civilizations to exchange maps.
Industry Advance 1, 4, 1,  nil, nil, 0, 4    ; Mas *
Mass Production 1,  5, 0,  Cor, nil, 3, 4    ; MP               49 Increases population based pollution.
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat		50
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med              51 Decreases disease percentage 50%.
Cannon Advance 1,   6,-2,  Uni, nil, 1, 0    ; Met (gun)
New Tech 3,         4, 1,  Too, nil, 3, 4    ; Min
[Mobile Warfare],   8,-1,  no,   no, 3, 0    ; Mob              54 Sells Barracks + 1 more maintenance.
[Monarchy],         5, 1,  no,   no, 0, 2    ; Mon		55 GOVERNMENT.
Religion/Happy 4,   5, 1,  Phi,  PT, 1, 2    ; MT               56 1/3 activates Cathedrals.
Religion/Happy 2,   4, 0,  Cer, nil, 0, 2    ; Mys		57 Improves Temples + 1/3 activates Cathedrals.
Air Advance 5,      6,-1,  Ast, nil, 1, 1    ; Nav              58 Reduces triemes floundering + Reduces by 50% the bonus from caravans.
Nuclear Fission,    6,-2,  Ato,  MP, 3, 3    ; NF               59 Uranium to appears as a trade item.
Nuclear Power,      3, 0,  NF,   E2, 3, 3    ; NP		60 1 Extra ship move
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi		61 Free tech(s) by first civ to discover + 1/2 Renaissance People style.
Science Advance 4,  4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla              63 Increases population based pollution.
Plumbing,           4, 0,  no,   no, 1, 4    ; Plu  (Cst & Pot)
Religion/Happy 3,   4, 0,  Mys, nil, 0, 2    ; PT		65
Air Advance 1,      4, 1,  nil, nil, 0, 1    ; Pot *
Radio,              5,-1,  nil, nil, 3, 4    ; Rad		67 Activates airbase construction + Airlift popup if connected with Airport.
[Railroad],         6, 0,  no,   no, 2, 1    ; RR		68 [Railroad + city squares upgraded to railroad + Reduces 1/3 caravan bonus]
Recycling,          2, 1,  MP,  nil, 3, 2    ; Rec
Modern Tech 2,      4, 0,  Che, Cor, 2, 4    ; Ref		70
Supermarkets,       3, 1,  E1,  San, 3, 1    ; Rfg              71 Activates farm building + city squares upgraded to farmland.
[Republic],         5, 1,  no,   no, 0, 2    ; Rep		72 GOVERNMENT.
New Tech 5,         5,-2,  Cmp, nil, 3, 0    ; Rob (Mob)
Rocketry,           6,-2,  AFl,  E2, 3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San		75 Decreases population based pollution.
Air Advance 3,      4, 1,  Map, nil, 0, 1    ; Sea              76 Reduces the chances of triremes floundering.
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
New Tech 6 Stealth, 3,-2,  Sup, Rob, 3, 0    ; Sth
Industry Advance 4, 4,-1,  Phy, Eng, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl		80
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Army Advance 8,     6,-1,  Csc, nil, 2, 0    ; Tac
Religion/Happy 5,   3, 2,  MT,  nil, 1, 2    ; The		83 1/3 activates Cathedrals + Improves Cathedrals by 1.
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Money Advance 2,    4, 2,  Cur, CoL, 0, 1    ; Tra		85 Enables the display of trade goods demanded by foreign cities.
Science Advance 5,  5, 1,  Phy, Mat, 1, 3    ; Uni              86 Doubles literacy demographics.
Army Advance 3,     4,-1,  Iro, nil, 0, 0    ; War *
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Science Advance 2,  4, 2,  Alp, nil, 0, 3    ; Wri              89 Doubles the literacy demographics.
Future Technology,  1, 0,  Rec, Sup, 3, 3    ; ...		90 Reoccurring technology + Increases game score.
Air Advance 7,      3, 0,  Mag, nil, 0, 0    ; U1
Air Advance 8,      3, 0,  U1,  nil, 0, 0    ; U2
Air Advance 9,      3, 0,  U2,  nil, 0, 0    ; U3
Not WESTERNERS,     3, 0,  no,  no,  0, 0    ; X1
Not COMMUNISTS,     3, 0,  no,  no,  0, 0    ; X2		95
Not WARPAC,         3, 0,  no,  no,  0, 0    ; X3
Not CHINA,          3, 0,  no,  no,  0, 0    ; X4
Not AMERICA,        3, 0,  no,  no,  0, 0    ; X5
Not EUROPE,         3, 0,  no,  no,  0, 0    ; X6
Not NATO,           3, 0,  no,  no,  0, 0    ; 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, 
Palace,                   10, 0,    Mas, Eliminates pollution and waste and decreases it in nearby cities.
Barracks,                 4,  1,    nil, Veteran ground units, ground repair in one turn.
Granary,                  6,  1,    Pot,  of citys food is depleted when it increases size
Radio Station,            4,  1,    Cer, Up to 2 disconents are made content
MarketPlace,              8,  1,    Cur, Tax and Luxury +50%
Library,                  8,  1,    Wri, Science +50%
Courthouse,              30,  1,    CoL, Decreases corr. by 50%, city more resistant to diplos. Under Demo. one content becomes happy.
City Walls,               8,  0,    Mas, Defence 300% vs ground attacks.
Aqueduct,                 8,  2,    Cst, Allows grow beyond 8.
Bank,                     12, 3,    Ban, Luxuries and Tax +50% (after Marketplace)
Public Cinema,            12, 3,    MT,  4 unhappy made content (3 after communism)
University,               16, 3,    Uni, Science +50% (Library)
Mass Transit,             16, 4,    MP,  Eliminates pollution caused by population.
Newspaper Press,          10, 4,    Cst, 3 unhappy made content (4 with Electronics)
Factory,                  20, 4,    Ind, Resource production +50%
Manufacturing Plant,      32, 6,    Rob, +50% resources (with Factory)
SDI Defense,              20, 4,    Las, No nukes 3 squares from the city
Recycling Center,         20, 2,    Rec, Decreases factory pollution
Power Plant,              16, 4,    Ref, Factory + 50%
Hydro Plant,              24, 4,    E2,  Factory +50%, cleaner than power plant
Nuclear Plant,            16, 2,    NP,  Factory +50%, cleaner than power plant, but risk of meltdown before fusion.
Stock Exchange,           16, 4,    Eco, +50 Luxuries and taxes (after bank)
Sewer System,             12, 2,    San, City grow beyond 12
Supermarket,               8, 3,    Rfg, Collect farm food (+50% food/square)
Superhighways,            20, 5,    Aut, Roads and railroads in city produce +50% trade
Research Lab,             16, 3,    Cmp, Science +50% (after University)
SAM Missile Battery,      10, 2,    Roc, Air and missile defense is doubled
Coastal Fortress,          8, 1,    Met, Sea defense is doubled
Renewable Energy,         32, 4,    Env, Factory oputput +50%, cleaner than all plants.
Harbor,                   6,  1,    Sea, All sea squares produce one more food
Offshore Platform,        16, 3,    Min, All sea squares produce one shield
Airport,                  16, 3,    Rad, Airlift between bases, veteran air units, one turn air repair
Police Station,           6,  2,    Cmn, Decreases unhappiness of troops away from the city by 1
Port Facility,            8,  3,    Amp, Veteran naval units, one turn naval repair.
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor, Production into gold (trade)
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Great Wall,               30, 0,    Mas,
Military Industrial Complexes,30,0, Feu, Sun Tzu's War Academy
King Richard's Crusade,   30, 0,    Eng,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    MT,
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    The,
Isaac Newton's College,   40, 0,    ToG,
Adam Smith's Trading Co., 40, 0,    Eco,
Darwin's Voyage,          40, 0,    RR,
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             30, 0,    SE,
Women's Suffrage,         60, 0,    Ind,
Hoover Dam,               60, 0,    E2,
Manhattan Project,        60, 0,    NF,
United Nations,           60, 0,    Cmn,
Apollo Program,           60, 0,    SFl,
SETI Program,             60, 0,    Cmp,
Cure for Cancer,          60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Headquarters,          Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineer Regiment,     nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Light Tank Div.,       Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Light Panzer Div.,     Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Medium Tank Div. I,    Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Medium Tank Div. I,    Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Medium Panzer Div. I,  Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Cavalry Division,      Gun, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
AA Battery,            Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Medium Panzer Div. III,nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000
Medium Tank Div. III,  nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Semi Mot. Inf Div.,    nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Tac, 000001000000000
Light Infantry Div.,   nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Heavy Infantry Div.,   nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Close Air Support,     nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Bunker Complex,        nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Heavy Bomber,          Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
Tank Destroyer Rgt,    PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
Jet Fighter,           MT,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Militia,               nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Motorised Inf. Div.,   Ldr, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, MT,  000000000000000
Escort Fighter,        nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
Medium Bomber I,       Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Mechanised Inf. Div.,  Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000
Medium Bomber II,      nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Artillery Regiment,    Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
SP-Artillery Regiment, Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Met, 000000000000000
Interceptor I,         Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Too, 000000000000000
Interceptor II,        nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
Interceptor II,        Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
Fighter I,             Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, AFl, 000000000000001
Fighter I,             nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Fighter I,             nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
Close Air Support,     nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001
Fighter II,            Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Pocket-Battleship,     Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000000000
Heavy Battleship,      Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Battleship,            Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Cruiser,               E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
Destroyer,             E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000
Aircraft Carrier,      nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, E1,  100000000000001
Submarine I,           Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, Stl, 100000000000001
Submarine II,          nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 110000000000001
Transporter,           nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001
Anti-Tank Regiment,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Anti-Aicraft Regiment, nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
Medium Tank Div. II,   nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Medium Panzer Div. II, nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Medium Tank Div. II,   nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Medium Tank Div. II,   Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Armoured Car Regiment, nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Rocket Artillery Rgt., Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Heavy Tank Regiment I, nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Heavy Tank Regiment II,Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
Heavy Tank Regiment III,nil,0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Heavy Tank Regiment III,nil,2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Heavy Tank Regiment III,nil,1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Airborne Inf. Div.,    nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Waffen-SS Inf. Div.,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Red Guard Division,    nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Mountain Infantry Div.,nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Garrison,              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
Desert,              2,3,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  no,   ; Drt
Plains,              1,2,  1,1,0,   yes, 1, 5, 1,   yes, 10,10, 0,  no,   ; Pln
Grassland,           1,2,  2,1,0,   yes, 1, 5, 2,   yes, 10,10, 0,  no,   ; Grs
Forest,              2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,   ; For
Hills,               2,3,  1,0,0,   yes, 1,10, 0,   yes, 5,10,  1,  no,   ; Hil
Mountains,           3,6,  0,1,0,   no,  3,10, 0,   yes, 2,10,  6,  no,   ; Mou
Subarctic,     	     2,4,  2,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  no,   ; Tun
Oil Fields?,         2,4,10,10,10,  no,  0, 0, 0,   yes, 5,10,  1,  no,   ; Gla
Swamp?,              2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,   ; Swa
Urban,               2,3,  0,0,20,  yes, 1,10, 5,   For, 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,          2,2,  1,2,4,
Factory Complexes,   2,3,  1,6,3,
Coal Working,        3,6,  0,6,4,
Coal,                1,4,  3,1,0,
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,                 1,2,  2,4,20,
Factory Complexes,   1,2,  3,5,2,
Grassland,           1,2,  2,1,0,
Mill,                2,2,  1,4,2,
Industrialized Mine, 2,3,  1,6,3,
Ruhr/Ural Industry,  3,4,  0,30,60,
Minerals,            1,4,  0,2,3,
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.
Fascism,        Premier,     President
Stalinism,      Premier,     Premier
National Socialism,Fhrer,   Fhrer
War Democracy,  Commander-in-Chief, Commander-in-Chief
[Republic],     Consul,      Consul
[Democracy],    President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       1,  1, -1,     3, Fhrer, Fhrer, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 2, Babylonians, Babylonian,  1,  1, -1,     1, Il Duce, Il Duce
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1,  0, -1,     2, Commander-in-Chief, Commander-in-Chief,
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,  1, -1,     2, General Secretary, General Secretary
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,  1,     1, German Puppet, German Puppet,
Lenin,        Catherine th1 Great, 1, 1, 1, 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, 2, English,     English,     1,  1, -1,     4, Supreme Commander, Supreme Commander
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, 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,     2, Soviet Premier, Soviet Premier
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
Cotton,
Furs,
Horses,
Cloth,
Suger,
Lumber,
Ore,
Tools,
Wine,
Silk,
Silver,
Tobacco,
Cigars,
Gold,
Rum,
Muskets,


@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
Discoverer
Explorer
Conquistador
Governor
Viceroy
King

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













