;
;   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
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
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; 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)
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
Airial Bombing Doctrine,4,-2,U3,Sth, 0, 0    ; AFl         1
Zeppelin Technology,5, 1,  nil, nil, 2, 2    ; Alp *       2 Doubles the literacy demographics.
Modern Warfare,     3,-2,  Tac, U1,  2, 3    ; Amp
Powered Plane,      4, 1,  Sea, Mat, 0, 0    ; Ast
Internal Combustion Engine,4,-1,ToG,Phy,3,3  ; Ato         5
US Architecture,    6,-1,  no,   no, 0, 2    ; Aut         6 1/2 of Modern + Increases population based pollution.
Corporations,       4, 1,  Tra, nil, 0, 3    ; Ban
[Bridge Building],  4, 0,  no,   no, 0, 4    ; Bri         8 Activates construction of roads (and railroads) in river squares.
Franco-Prussian War Analysis,6,-1,nil,nil,2,3; Bro *
Radiotelephone,     5, 0,  nil, nil, 2, 4    ; Cer *       10 Activates Temples
Steel Warships,     5,-1,  Mas, nil, 2, 0    ; Che
Amphibious Warfare, 4,-2,  Feu, Ref, 2, 3    ; Chi
Typewriter,         4, 1,  Alp, nil, 2, 4    ; CoL
Not Trade Commodity,5,-1,  no,  no,  0, 3    ; CA
Oil Propulsion,     5,-1,  Ref, Exp, 3, 3    ; Cmb         15
[Communism],        5, 0,  no,   no, 2, 2    ; Cmn         16 GOVERNMENT + Reduces Cathedrals + More partisans
Imperial Jingoism,  4, 1,  Min,  MP, 3, 4    ; Cmp
Chemical Warfare,   7,-1,  Ldr, SE,  3, 0    ; Csc
Industrial Engineering,4,0,Mas, Cur, 0, 4    ; Cst         19 Allows settler units to build Fortresses.
Free Market Philosophy,4,0,Eco, nil, 0, 3    ; Cor         20 Activates Freight Truck?
Colonialism,        4, 1,  nil, nil, 0, 3    ; Cur
[Democracy],        5, 1,  no,   no, 2, 2    ; Dem         22 GOVERNMENT + Courthouse happy effect under Democracy
Enhanced Bureaucracy,4,1,  Uni, Ban, 0, 3    ; Eco
Enlightened People, 4, 0,  Mag, nil, 1, 4    ; E1
Liberalism,         4, 1,  E1,  Cor, 1, 4    ; E2          25 1/2 of Modern Style + 1 more happy citizen with collosseum
Deep Shaft Mining,  4, 0,  Whe, Cst, 3, 3    ; Eng
Dreadnoughts,       4,-1,  Cmb, SE,  2, 0    ; Env         27 Decreases population based pollution.
[Espionage],        2,-1,  no,  no,  3, 4    ; Esp
Modern Engineering, 5, 0,  Che, Lab, 0, 4    ; Exp         29 Allows terrain transformation if connected with Engineer unit.
Russo-Jap. War Analysis,4,-1,War, nil,2,3    ; Feu         30
Tariff Protection,  4,-1,  no,  no,  0, 3    ; Fli -EVENT- 31 Reduces by 1/3 the bonus from caravans. 
[Socialism],        3,-2,  no,  no,  2, 2    ; Fun         32 GOVERNMENT
[Fusion Power],     3, 0,  no,  no,  3, 3    ; FP          33 Eliminates the threat of Nuclear Power Plant meltdown.
Modern Naval Warfare,3,2,  Env, SFl, 2, 0    ; 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
Not Trade Goods,    4,-1,  no,  no,  3, 4    ; Hor *
Russian Architechture,6,0, no,  no,  1, 3    ; Ind         38 Industrial City Style + Increases population based pollution + Oil trade
Long Depression,    6, 0,  no,  no,  0, 3    ; Inv -EVENT- 39 1/2 Renaissance People style + Reduces by 50% the bonus from caravans.
Conscription,       5,-1,  Bro, nil, 2, 3    ; Iro         40
Improved Machine Tools,4,-1,MP, Eng, 3, 3    ; Lab
The Diode,          4, 0,  NP,   MP, 2, 4    ; Las
Poison Gas,         5,-1,  Chi, nil, 3, 0    ; Ldr
Short-Wave Radio,   5, 2,  Wri, CoL, 2, 4    ; Lit         44 Doubles literacy demographics.
Radio Broadcasting, 4,-2,  Tac, E2,  2, 4    ; Too         45
Fixed-Wing Aircraft,4,-1,  Met, Phy, 0, 0    ; Mag         46 Increases annual income demographics
Cargo Airships,     6,-1,  Pot, Alp, 2, 2    ; Map         47 Allows civilizations to exchange maps.
Second Industrial Rev.,4,1,nil, nil, 3, 3    ; Mas *
Improved Steam Engine,5,0, Cor, nil, 3, 3    ; MP          49 Increases population based pollution.
Aeronautics,        4,-1,  Alp, Mas, 0, 0    ; Mat         50
Antibiotics,        4, 0,  Phi, Tra, 3, 4    ; Med         51 Decreases disease percentage 50%.
Wright Bros. Lesson,6,-2,  SE,  nil, 0, 0    ; Met
Civilizing Missions,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
Colour Photography, 5, 1,  Phi,  PT, 1, 4    ; MT          56 1/3 activates Cathedrals
Electricity,        4, 0,  Cer, nil, 2, 4    ; Mys         57 Improves Temples + 1/3 activates Cathedrals
Tariff Barriers,    6,-1,  no,  no,  0, 3    ; Nav -EVENT- 58 Reduces triemes floundering + Reduces by 50% the bonus from caravans.
Petroleum Products, 6,-2,  Ato,  MP, 3, 3    ; NF          59 Uranium to appears as a trade item
Gas Turbine,        3, 0,  NF,   E2, 3, 3    ; NP          60 1 Extra ship move
Theory of Relativity,6,1,  Mys, Lit, 3, 4    ; Phi         61 Free tech(s) by first civ to discover + 1/2 Renaissance People style
Radio Receiver,     4,-1,  Lit, nil, 2, 4    ; Phy         Met
The Bakelite,       4, 1,  Ref, SFl, 3, 3    ; Pla         63 Increases population based pollution.
Improved Fighters,  4, 0,  U3,  Amp, 0, 0    ; Plu
Universal Suffrage, 4, 0,  Mys, nil, 3, 4    ; PT          65
Non-Rigid Airships, 4, 1,  nil, nil, 2, 2    ; Pot *
AFB Construction,   5,-1,  U1,  nil, 0, 0    ; 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]
Vacuum Tube,        2, 1,  SFl, Gen, 0, 4    ; Rec
Diesel Electric Propulsion,4,0,Che,Cst,2,0   ; Ref         70
The Tractor,        3, 1,  E1,  San, 0, 4    ; Rfg         71 Activates farm building + city squares upgraded to farmland
[Republic],         5, 1,  no,   no, 0, 2    ; Rep         72 GOVERNMENT
Trade Unionism,     5,-2,  Cmp, nil, 3, 4    ; Rob
Carbon-Free Chromium,6,-2, AFl,  E2, 3, 3    ; Roc
Modern Sanitation,  4, 2,  Med, Eng, 0, 4    ; San         75 Decreases population based pollution.
Aerodromes,         4, 1,  Map, Wri, 0, 0    ; Sea         76 Reduces the chances of triremes floundering.
Stainless Steel,    4, 1,  Cmp, Roc, 3, 3    ; SFl
Military Necessities,3,-2, Sup, Rob, 2, 3    ; Sth
Diesel Engine,      4,-1,  Phy, Eng, 2, 0    ; SE
Tank Warfare,       4,-1,  Amp, AFl, 1, 0    ; Stl         80
Liquid-Fueled Rockets,4,1, Pla, Las, 3, 3    ; Sup
Modern Inf. Tactics,6,-1,  Csc, nil, 2, 3    ; Tac
Talking Motion Picture,3,2,MT,  nil, 1, 4    ; The         83 1/3 activates Cathedrals + Improves Cathedrals by 1
Heavier Than Air Tech,4,0, Ast, Uni, 0, 0    ; ToG
New Imperialism,    4, 2,  Cur, CoL, 0, 3    ; Tra         85 Enables the display of trade goods demanded by foreign cities.
Wireless Telegraph, 5, 1,  Phy, Mat, 2, 4    ; Uni         86 Doubles literacy demographics.
Machine Guns,       4,-1,  Iro, nil, 2, 3    ; War *
Extractive Metallurgy,4,-1,nil, nil, 0, 4    ; Whe
Thermionic Valve,   4, 2,  Alp, nil, 0, 0    ; Wri         89 Doubles the literacy demographics.
Future Technology,  1, 0,  Rec, Sup, 3, 4    ; ...         90 Reoccurring technology + Increases game score.
Airial Warfare Doctrine,3,0,Mag,Uni, 0, 0    ; U1
Fighting Monoplane, 3, 0,  U1,  Ref, 0, 0    ; U2
Fighting Biplane,   3, 0,  U2,  Env, 0, 0    ; U3
NOT ITALY,          3, 0,  no,  no,  3, 2    ; X1
NOT ENTENTE,        3, 0,  no,  no,  1, 1    ; X2         95
NOT OTTOMANS,       3, 0,  no,  no,  0, 1    ; X3
NOT RUSSIA,         3, 0,  no,  no,  3, 1    ; X4
NOT GERMANY,        3, 0,  no,  no,  1, 2    ; X5
NOT USA,            3, 0,  no,  no,  0, 2    ; X6
NOT JAPAN,          3, 0,  no,  no,  2, 1    ; 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,
Capitol,                  10, 0,    nil,
Military Academy,         60, 1,    Iro,
Hospital,                 50, 1,    Med,
Power Plant,              10, 1,    Mys,
Textile Industry,         15, 1,    Cur,
Research Centre,          10, 1,    Wri,
Civil Administration,     10, 1,    nil,
Fortifications,           30, 0,    Cst,
Water Canal System,       10, 2,    nil,
Light Industries,         20, 3,    Ban,
Stadium,                  20, 3,    The,
Communication Centre,     30, 3,    Uni,
no,                       16, 4,    no,
Imperial Garrison,        20, 4,    nil,
Heavy Industries,        100, 4,    Mas,
Manufacturing Plant,     100, 6,    Lab,
no,                       20, 4,    no,
no,                       20, 2,    no,
Steel Mill,              100, 4,    SFl,
Oil Refineries,           50, 4,    Mas, 
no,                       16, 2,    no,
Investment Centre,       100, 4,    Cor, 
Modern Sewer System,      20, 2,    San, 
Industrialized Farming,   40, 3,    Rfg, 
Improved Railway System, 100, 5,    MP, 
no,                       16, 3,    no,
no,                       10, 2,    no,
Coastal Fortification,    40, 1,    Che,
no,                       32, 4,    no,
Fishing Industry,         20, 1,    nil,
Industrial Port,          60, 3,    Mas,
Airforce Base,            80, 3,    Plu, 
Propaganda Station,       20, 2,    Cmp,
Naval Base,               80, 3,    Che, 
[SS Structural],          8,  0,    no,
[SS Component],           16, 0,    no,
[SS Module],              32, 0,    no,
(Import/Export),          60, 0,    Tra,
American Immigration,     30, 0,    nil, Ukrainian Farming
The Vatican,              20, 0,    nil, The Vatican
National Bank,            20, 0,    Eco,
High Seas Fleet,          20, 0,    nil, High Seas Fleet
Polish Annexation,        30, 0,    nil,
Suleiman's Conquests,     30, 0,    nil, Imperial Palace
Ruhrgebiet,               30, 0,    nil,
Holy City,                30, 0,    nil, Prussian Militarism
State Industry,           30, 0,    SFl, State Industry
Diplomatic Corp,          20, 0,    Esp,
British Empire,           40, 0,    nil, British Empire
Marconi Company,          30, 0,    Uni,
Grand Fleet,              40, 0,    nil, Grand Fleet
Winter Palace,            30, 0,    nil, Winter Palace
German Unification,       30, 0,    nil,
Free Enterprise,          40, 0,    nil, Free Enterprise
State University,         40, 0,    Phi,
Caucasus Oil,             40, 0,    nil, Caucasus Oil
Arms Race,                40, 0,    Tac,
Alsace-Lorr./Elsa-Lothr.,30, 0,    nil,
Eiffel Tower,             30, 0,    nil, Eiffel Tower
Universal Suffrage,       60, 0,    PT,
Oil Burning Power,        60, 0,    Lab,
Colonial Crown Jewel,     30, 0,    nil,
Lombardia,                30, 0,    nil,
Austro-Hungarian Empire,  30, 0,    nil,
Trans-Continental Telegraph,60,0,   Too,
Meiji Restoration,        60, 0,    nil, Meiji Restoration

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; American Immigration
nil,        ; The Vatican
nil,        ; National Bank
Env,        ; High Seas Fleet
Mas,        ; Polish Annexation
nil,        ; Suleiman's Conquests
Mas,        ; Ruhrgebiet
Mas,        ; Holy City
nil,        ; State Oil
nil,        ; Diplomatic Corp
nil,        ; British Empire
nil,        ; Marconi Company
Env,        ; Grand Fleet
nil,        ; Winter Palace
Mas,        ; German Unification
nil,        ; Free Enterprise
nil,        ; State University
nil,        ; Caucasus Oil
nil,        ; Arms Race
Mas,        ; Alsace-Lorraine/Elsa-Lothringen
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Oil Burning Power
Mas,        ; Colonial Crown Jewel
Mas,        ; Lombardia
Mas,        ; Austro-Hungarian Empire
nil,        ; Trans-Continental Telegraph
nil,        ; Meiji Restoration

;
;    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
Workers,           Exp, 0,  1.,0,  0a,1d,  2h,1f, 12,0,  5, nil, 000000000000000
Engineers,         nil, 0,  2.,0,  0a,2d,  2h,1f, 14,0,  5, Exp, 000000000000000
Imperial Conscripts,X7, 0,  1.,0,  6a,5d,  2h,1f,  8,0,  1, Iro, 000000000000000
US Conscripts,     X6,  0,  1.,0,  6a,5d,  2h,1f, 10,0,  1, Iro, 000000000000000
Cordiale Conscripts,X2, 0,  1.,0,  5a,6d,  2h,1f, 10,0,  1, Iro, 000000000000000
Dual Alliance Conscripts,X5,0,1.,0,6a,6d,  2h,1f, 10,0,  1, Iro, 000000000000000
Turkish Conscripts,X3,  0,  1.,0,  5a,6d,  2h,1f,  8,0,  1, Iro, 000000000000000
Tzarist Conscripts,X4,  0,  1.,0,  5a,5d,  2h,1f, 10,0,  1, Iro, 000000000000000
Dual Alliance Infantry,X5,0,1.,0,  7a,7d,  2h,1f, 12,0,  1, Tac, 000000000000010
Irregulars,        nil, 0,  1.,0,  6a,6d,  2h,1f, 12,0,  0, Gue, 000010001000010
Royal Conscipts,   X1,  0,  1.,0,  6a,5d,  2h,1f,  8,0,  1, Iro, 000000000000000
Imperial Infantry, X7,  0,  1.,0,  7a,6d,  2h,1f, 10,0,  1, Tac, 000000000000010
US Infantry,       X6,  0,  1.,0,  7a,6d,  2h,1f, 12,0,  1, Tac, 000000000000010
Cordiale Infantry, X2,  0,  1.,0,  6a,7d,  2h,1f, 12,0,  1, Tac, 000000000000010
Schtztruppe,      X5,  0,  1.,0,  7a,5d,  2h,1f, 14,0,  1, Tac, 000001000000010
Nizamis Soldiers,  X3,  0,  1.,0,  6a,7d,  2h,1f, 10,0,  1, Tac, 000001000000000
Tzarist Infantry,  X4,  0,  1.,0,  6a,6d,  2h,1f, 12,0,  1, Tac, 000000000000010
Independent Conscripts,no,0,0.,0,  6a,6d,  2h,1f, 12,0,  1, no,  000000000000000
Bersaglieri,       X1,  0,  1.,0,  6a,7d,  2h,1f, 14,0,  1, Tac, 000001001000010
Rebellious Workers,no,  0,  1.,0,  8a,8d,  2h,1f, 12,0,  0, no,  000010001000010
Sturmtruppen,      X5,  0,  1.,0, 10a,4d,  2h,1f, 16,0,  1, Amp, 000001001000010
Royal Infantry,    X1,  0,  1.,0,  7a,6d,  2h,1f, 10,0,  1, Tac, 000000000000010
Trench Mortar,     nil, 0,  1.,0,  6a,2d,  2h,2f, 18,0,  0, Tac, 000000001000010
Field Artillery,   nil, 0,  1.,0,  6a,3d,  2h,2f, 16,0,  0, Mas, 000010000000000
Light Artillery,   nil, 0,  1.,0,  7a,1d,  2h,2f, 20,0,  0, Eng, 000000000000000
Heavy Artillery,   nil, 0,  1.,0,  8a,1d,  2h,2f, 24,0,  0, Tac, 000000000000000
Oriental Troops,   nil, 0,  0.,0,  6a,6d,  2h,1f, 12,0,  1, no,  000000000000000
Siege Artillery,   nil, 0,  1.,0, 10a,3d,  2h,2f, 30,0,  0, SFl, 000000000000000
Early Bomber,      nil, 1,  5.,2,  9a,2d,  2h,3f, 28,0,  0, AFl, 000000000000000
Zeppelin,          X5,  1,  8.,3,  6a,2d,  2h,3f, 20,0,  0, U1,  000000000000001
Monoplane,         nil, 1,  5.,2,  5a,4d,  2h,2f, 16,0,  3, U2,  000000000010001
Early Biplane,     Plu, 1,  4.,2,  6a,5d,  2h,2f, 18,0,  3, U3,  000000000010000
Late Biplane,      nil, 1,  4.,2,  7a,6d,  2h,2f, 20,0,  3, Plu, 000000000010000
Albatros D-V,      X5,  1,  4.,2,  7a,7d,  2h,2f, 22,0,  3, Plu, 000000000010000
Sopwith Camel,     X2,  1,  5.,2,  7a,6d,  2h,2f, 22,0,  3, Plu, 000000000010000
Destroyer,         nil, 2,  7.,0,  3a,5d,  3h,2f, 26,0,  4, SE,  100000000000000
Battleship,        Env, 2,  8.,0,  7a,6d,  3h,2f, 36,0,  4, Che, 000000000000000
Armoured Cruiser,  Env, 2,  9.,0,  5a,4d,  3h,2f, 30,0,  4, Che, 000000000000001
Battlecruiser,     nil, 2, 10.,0,  8a,8d,  3h,2f, 40,0,  4, Cmb, 000000000000001
Dreadnought,       nil, 2,  9.,0, 10a,10d, 3h,2f, 50,0,  4, Env, 010000000000001
Dreadnought Class, X2,  2,  9.,0, 11a,11d, 3h,2f, 50,0,  4, Env, 010000000000001
Super Dreadnought, nil, 2,  8.,0, 12a,12d, 3h,2f, 60,0,  4, Gen, 010000000000001
Aircraft Carrier,  nil, 2,  6.,0,  1a,6d,  4h,2f, 40,0,  2, Gen, 000000010000001
Ocean Liner,       nil, 2, 19.,0,  0a,4d,  2h,2f, 40,6,  4, MP,  000000000000000
Freighter,         nil, 2, 14.,0,  0a,1d,  2h,2f, 22,3,  4, Che, 001000000000000
Oriental Rebels,   no,  0,  2.,0,  8a,6d,  2h,1f, 12,0,  0, no,  000010001000000
Submarine,         nil, 2,  6.,0,  4a,2d,  2h,3f, 26,0,  4, Ref, 000000000001001
U-Boot,            X5,  2,  6.,0,  6a,3d,  2h,3f, 30,0,  4, SE,  000000000001001
Trade Commodities, CA,  0,  2.,0,  0a,1d,  1h,1f, 10,0,  7, Tra, 000000000000010
Trade Goods,       Hor, 0,  2.,0,  0a,1d,  1h,1f, 10,0,  7, Tra, 000000000000010
Marines,           nil, 0,  1.,0,  6a,4d,  2h,1f, 18,0,  1, Chi, 000000000000110
Royal Marines,     X2,  0,  1.,0,  7a,6d,  2h,1f, 20,0,  0, Chi, 000000000000110
US Marines,        X6,  0,  1.,0,  7a,4d,  2h,1f, 20,0,  0, Chi, 000000000000110
Native Uprising,   no,  0,  1.,0,  8a,6d,  2h,1f, 10,0,  1, no,  000010001000010
Imperial Marines,  X7,  0,  1.,0,  7a,5d,  2h,1f, 20,0,  0, Chi, 000000000000110
Armoured Car,      nil, 0,  2.,0,  6a,7d,  2h,1f, 22,0,  0, Amp, 000010000000000
Early Tank,        nil, 0,  2.,0,  8a,6d,  2h,1f, 26,0,  0, Stl, 000010001000010
Poison Gas,        nil, 0,  1.,0,  8a,1d,  3h,2f, 16,0,  0, Csc, 001000000000000
Cossacks,          X4,  0,  2.,0,  8a,6d,  2h,1f, 16,0,  0, Iro, 000000000000011
Cavalry,           Gen, 0,  2.,0,  7a,6d,  2h,1f, 14,0,  0, Iro, 000000000000001
Spahis,            X3,  0,  2.,0,  8a,5d,  2h,1f, 16,0,  0, Iro, 000000000000001
Maxim Machine Guns,nil, 0,  1.,0,  4a,6d,  2h,1f, 16,0,  1, War, 010010000000000

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


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,        1,2,  0,1,0,   yes, 1,10, 2,   yes, 1,15,  2,  no,    ; Drt
Plains,        1,2,  1,1,0,   yes, 1, 5, 2,   yes, 2,15,  0,  no,    ; Pln
Grassland,     1,2,  2,1,1,   yes, 1, 5, 2,   yes, 2,15,  0,  no,    ; Grs
Forest,        2,3,  1,2,0,   no,  0,10, 2,   no,  0, 5,  0,  Pln,   ; For
Hills,         2,3,  1,0,0,   no,  1,10, 0,   yes, 4,10,  2,  no,    ; Hil
Mountains,     3,6,  0,1,0,   no,  1,10, 0,   yes, 1,15,  2,  no,    ; Mou
Industrial Land,1,3, 9,10,6,  no,  0, 0, 0,   yes, 5,10,  2,  no,    ; Tun
Subarctic,     2,2,  1,0,0,   no,  0, 0, 0,   yes, 1,15,  2,  no,    ; Gla
Temp. Grassland,1,2, 2,1,0,   yes, 1,10, 2,   no,  0,10,  0,  no,    ; Swa
Jungle,        2,3,  1,0,0,   no,  0,15, 2,   no,  0,15,  0,  Swa,   ; Jun
Ocean,         1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,         1,2,  3,1,1,
Farms,         1,2,  3,1,1,
Grassland,     1,2,  2,1,0,
Sawmill,       2,3,  1,4,1,
Coal Mine,     2,3,  1,3,1,
Copper Mine,   3,6,  0,3,2,
Heavy Industrialization,1,3,  14,14,10
Research Centre,2,2,  1,1,4,
Olive Farm,    2,3,  2,1,1,
Gems,          2,3,  1,0,4,
Fisheries,     1,2,  3,0,2,
Desert Grass,  1,2,  0,2,0,
Wheat Farm,    1,2,  4,1,0,
Grassland,     1,2,  2,1,0,
Steam Power Sawmill,2,3,1,6,2,
Industrial Mine,2,3,1,6,2,
Iron,          3,6,  0,3,0,
Heavy Industrialization,1,3,  14,14,10
Arctic Wildlife,2,2, 4,2,0,
Irrigation,    2,3,  4,0,0,
Fruit,         2,3,  3,1,1,
Merchant Route,1,2,  0,0,6,




@GOVERNMENTS
General Strike,      Interim Leader,Interim Leader
Autocracy,           Great Leader,  Great Leader
Imperialism,         King,          Queen
Communism,           Premier,       Premier
Fascism,             Supreme Leader,Supreme Leader
Liberal Democracy,   President,     President
Multiparty Democracy,Prime Minister,Prime Minister

;
;   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, 3, Germans,     German,      1,  1,  0,     2, Kaiser, Kaiser, 4, Fhrer, Fhrer,
Ramesses,     Cleopatra,           3, 4, 0, Egyptians,   Egyptian,    0,  0, -1,     1, Sultan, Sultan, 4, Sultan, Sultan
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,   -1, -1,  1,     2, President, President, 4, President, President
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 1, Indians,     Indian,      0,  1,  0,     2, King, Queen,
Lenin,        Catherine the Great, 1, 1, 1, Russians,    Russian,     0,  1,  0,     1, Tzar, Tzarina, 2, Tzar, Tzarina
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, 1, English,     English,    -1,  0,  0,     2, King, Queen, 4, King, Queen
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, Empress, 4, 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,     0,  0, -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
Iron Ore,
Coffee,
Rifles,
Silver,
Arms,
Coal,
Sugar,
Nitrates,
Diamonds,
Textiles,
Machinery,
Spice,
Tools,
Gold,
Oil,
Petroleum Products,


@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













