;
;   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
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
14      ; # of rows in food box (rows * city_size+1 = box)
12      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
16      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
14      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
4       ; Communism pays support for all units past this
6       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
33      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
7       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
6       ; 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
Aerospace Research, 4, 2,  Cmp, Plu, 2, 3    ; AFl
Supersonic Fighter, 0, 0,  Nav, nil, 1, 0    ; Alp
Space Program,      3,-2,  AFl, Ban, 2, 3    ; Amp
State Owned Industries,0, 0,  Mob, MP,  0, 1    ; Ast
Atomic Theory,      4,-1,  nil, nil, 3, 3    ; Ato
Consumer Goods,     6,-1,  Mob, nil, 2, 1    ; Aut
Adv. Jet Engine,    4, 0,  Plu, Cer, 1, 4    ; Ban
Civil Engineering,  5, 0,  nil, nil, 1, 2    ; Bri
Soviet-India,       6, 1,  no,  no,  2, 2    ; Bro
Liquid Flammables,  7,-1,  nil, nil, 0, 3    ; Cer
Spy Satellites,     6,-1,  Iro, nil, 2, 3    ; Che
Composite Armour,   6,-2,  Cur, nil, 2, 0    ; Chi
VTOL Engine,        6,-2,  PT,  nil, 2, 4    ; CoL
Combined Arms,      5,-1,  Chi, E1,  0, 0    ; CA 
Combustion,         5,-1,  nil, nil, 2, 0    ; Cmb
Communism,          5, 0,  nil, nil, 0, 2    ; Cmn
Computers,          5, 3,  Min, ToG, 1, 3    ; Cmp
Conscription,       5,-1,  nil, nil, 0, 0    ; Csc
Amphibious Warfare, 6, 3,  CA,  Tra, 3, 0    ; Cst
The Corporation,    4, 0,  nil, nil, 2, 1    ; Cor
Battle Tanks,       4,-1,  Cmb, nil, 2, 0    ; Cur
Liberal Democracy,  5, 1,  Mat, nil, 0, 2    ; Dem
Ceramic Composites, 4, 1,  Pla, Uni, 2, 3    ; Eco
Adv. Rocketry,      6,-1,  Cer, Plu, 0, 3    ; E1 
None1,              5, 1,  no,  no,  3, 4    ; E2 
Aircraft Carrier,   4, 0,  Feu, NP,  0, 4    ; Eng
Sustainable Energies,4, 2,  Rec, AFl, 3, 2    ; Env
Espionage,          5,-2,  Cmn, Dem, 2, 2    ; Esp
Heavy Artillery,    4,-1,  nil, nil, 0, 0    ; Exp
Naval Air Defense,  5,-1,  E1,  Tra, 0, 4    ; Feu
Atomic Research,    6, 2,  Ato, nil, 3, 3    ; Fli
None2,              4,-2,  no,  no,  3, 4    ; Fun
China-East,         3, 0,  no,  no,  2, 2    ; FP 
Guided Missiles,    4, 3,  Las, Rob, 0, 3    ; Gen
None3,              5,-3,  no,  no,  3, 4    ; Gue
Saturn Moon Rockets,6,-2,  E1,  Hor, 2, 3    ; Gun
First Space Walk,   6,-1,  Amp, SE,  2, 3    ; Hor
None4,              6, 2,  no,  no,  3, 4    ; Ind
Air Superiority Fighter,6, 0,  Gen, PT,  1, 4    ; Inv
Satellite Communications,5, 0,  Las, SE,  2, 3    ; Iro
Chain Reaction,     0, 0,  Fli, nil, 3, 3    ; Lab
Telemetry,          8, 2,  SFl, Met, 0, 3    ; Las
Popular Entertainment,0, 0,  nil, nil, 1, 1    ; Ldr
NATO-USA,           6, 2,  no,  no,  2, 2    ; Lit
Sanitation,         6,-2,  Bri, nil, 0, 1    ; Too
Fighter-Bomber,     5,-1,  Inv, nil, 2, 4    ; Mag
Refining,           6, 2,  Cmb, nil, 0, 1    ; Map
IFVs,              6,-1,  Chi, Csc, 0, 0    ; Mas
Mass Production,    5, 2,  Mob, nil, 0, 1    ; MP 
Neo-Capitalism,     5, 3,  Mob, Cor, 3, 1    ; Mat
Non-Metallic Composites,4,-1,  SFl, Gun, 2, 3    ; Med
Microwaves,         6,-1,  Rad, nil, 0, 1    ; Met
Microprocessor,     8, 3,  ToG, Uni, 1, 3    ; Min
Capitalism,         8, 2,  MT,  nil, 3, 1    ; Mob
Parliamentary Monarchy,5, 1,  nil, nil, 0, 2    ; Mon
Banking System,     5, 1,  nil, nil, 2, 1    ; MT 
Heavy Water,        5, 0,  Fli, MP,  3, 3    ; Mys
Supersonic Flight,  7,-2,  nil, nil, 1, 0    ; Nav
Nuclear Fission,    6,-2,  Fli, Lab, 3, 3    ; NF 
Nuclear Power,      3,-1,  Tac, Mys, 3, 3    ; NP 
Assault Helicopter, 8, 3,  Wri, Inv, 1, 0    ; Phi
None5,              5,-2,  no,  no,  3, 4    ; Phy
Plastics,           5, 1,  Bri, AFl, 0, 1    ; Pla
Jet Engine,         4,-1,  nil, nil, 1, 0    ; Plu
Inertial Navigation,5, 0,  Rad, SFl, 1, 4    ; PT 
Long-range Bomber,  6,-2,  Ban, nil, 1, 4    ; Pot
Radar,              5,-1,  ToG, nil, 1, 0    ; Rad
None6,              0, 0,  no,  no,  3, 4    ; RR 
Recycling,          4, 2,  MP,  Uni, 3, 2    ; Rec
Self-Propelled Howitzer,0, 0,  Exp, nil, 2, 0    ; Ref
Modern Fertilizers, 5, 1,  Env, nil, 3, 2    ; Rfg
Parliamentary Democracy,5, 1,  nil, nil, 0, 2    ; Rep
Robotics,           6, 1,  Min, Pla, 1, 3    ; Rob
SEATO-East-India,   6,-2,  no,  no,  2, 2    ; Roc
Education System,   6,-1,  nil, nil, 1, 2    ; San
Self-Propelled AA Gun,4,-1,  E1,  nil, 2, 0    ; Sea
Computer Aided Design,0, 0,  Cmp, nil, 1, 3    ; SFl
Rocket Engine,      6, 0,  Cer, nil, 0, 3    ; Sth
Re-entry Vehicles,  5, 1,  Las, Eco, 2, 3    ; SE 
Improved Main Battle Tank,4,-1,  Eco, Sup, 2, 0    ; Stl
Reactive Armour,    6, 2,  Med, nil, 2, 0    ; Sup
Hydrogen Fission,   6,-2,  NF,  nil, 3, 3    ; Tac
Variable Geometry Wings,0, 0,  Inv, Med, 2, 4    ; The
Electronics,        5, 0,  nil, nil, 1, 3    ; ToG
Modern Ships,       0, 0,  Cmb, Cmp, 3, 0    ; Tra
Higher Education,   5, 2,  San, nil, 1, 2    ; Uni
MIRVs,              4, 1,  Amp, Tac, 3, 3    ; War
Multiple Launch Rocketry,4, 1,  Sth, nil, 0, 3    ; Whe
Rotary Wing Aircraft,0, 0,  nil, nil, 1, 0    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 4    ; FT 
SEATO-NATO-India,   0, 0,  no,  no,  2, 2    ; U1 
East Tech,          0, 0,  no,  no,  2, 2    ; U2 
West Tech,          0, 0,  no,  no,  2, 2    ; U3 
Not Pro-East,       0, 0,  no,  no,  2, 2    ; X1 
Not SEATO,          0, 0,  no,  no,  2, 2    ; X2 
Not NATO,           0, 0,  no,  no,  2, 2    ; X3 
Not Indian,         0, 0,  no,  no,  2, 2    ; X4 
Not Russian,        0, 0,  no,  no,  2, 2    ; X5 
Not Chinese,        0, 0,  no,  no,  2, 2    ; X6 
Not USA,            0, 0,  no,  no,  2, 2    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capital,                  20, 0,    nil,
Barracks,                  8, 1,    Csc,
Grain Silos,               8, 3,    nil,
Stadium,                   8, 1,    Ldr,
Foodshop,                  7, 1,    nil,
Public School,            10, 1,    San,
Courthouse,               10, 1,    nil,
City Defenses,            14, 1,    Bri,
Waterworks,               10, 1,    Bri,
Federal Bank,             14, 2,    MT, 
Cathedral,                14, 2,    Ldr,
University,               18, 2,    Uni,
Bus System,               18, 2,    Cmb,
Cinema,                   12, 2,    Ldr,
Factory Complex,          26, 3,    Ast,
Assembly Line,            22, 4,    Rob,
SDI Defense,              20, 4,    no, 
Railway System,           15, 2,    MP, 
Oil Refinery,             22, 3,    Map,
Hydro-Electric Dam,       26, 3,    Env,
Nuclear Plant,            20, 2,    NP, 
Stock Market,             18, 2,    Mat,
Sewage System,            14, 2,    Too,
Industrial Farm,          12, 3,    Rfg,
Highways System,          22, 4,    Bri,
Research Center,          18, 2,    SFl,
AA Defenses,              12, 2,    E1, 
Coastal Battery,          12, 1,    nil,
Solar Wind Generators,    32, 4,    Env,
Harbor,                    8, 1,    nil,
Offshore Platform,        18, 3,    Map,
Airport,                  18, 3,    Plu,
Military Police,          10, 1,    Cmn,
Naval Base,               12, 2,    Feu,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Currency Reserves),      60, 0,    Mob,
Kollektiv Farms,          20, 0,    nil,
Ka'abla,                  20, 0,    nil,
Caucasus Oil,             120, 0,    nil,
US Naval Admiralty,       20,50,    nil,
Central Intelligence Agency,20, 0,    nil,
First Space Walk,         50, 0,    Hor,
Forbidden City,           30, 0,    nil,
Red Army,                 20, 0,    nil,
US Industrial Power,      30,40,    nil,
NATO Council,             20, 0,    nil,
Wall Street,              40,40,    Mob,
SETI Program,             140, 0,    FT, 
Submarine Force Doctrine, 160, 0,    nil,
Kremlin,                  20, 0,    nil,
Arms Race,                100, 0,    nil,
Tianamen Square,          25, 0,    nil,
Moon Landing,             160, 0,    Gun,
Communist Party,          20, 0,    nil,
Space Station,            180, 0,    FT, 
Statue of Liberty,        40, 0,    nil,
Vatican,                  30, 0,    nil,
Taj Mahal,                90, 0,    nil,
Arabian Oil Fields,       60, 0,    nil,
Manhattan Project,        60, 0,    NF, 
UN Council,               20, 0,    nil,
Apollo Program,           60, 0,    Amp,
Cosmodrome,               20, 0,    AFl,
Maos Long March,         10, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Kollektiv Farms
nil,        ; Ka'abla
nil,        ; Caucasus Oil
nil,        ; US Naval Admiralty
nil,        ; Central Intelligence Agency
nil,        ; First Space Walk
nil,        ; Forbidden City
nil,        ; Red Army
nil,        ; US Industrial Power
nil,        ; NATO Council
nil,        ; Wall Street
nil,        ; SETI Program
nil,        ; Submarine Force Doctrine
nil,        ; Kremlin
Aut,        ; Arms Race
nil,        ; Tianamen Square
nil,        ; Moon Landing
nil,        ; Communist Party
nil,        ; Space Station
nil,        ; Statue of Liberty
nil,        ; Vatican
nil,        ; Taj Mahal
nil,        ; Arabian Oil Fields
nil,        ; Manhattan Project
nil,        ; UN Council
nil,        ; Apollo Program
nil,        ; Cosmodrome
nil,        ; Maos Long March


;
;    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
Neutral Army, no,  0,  0.,0,  4a,5d,  3h,1f,  4,0,  1, no,  000000000000000
Engineers,    nil, 0,  3.,0,  0a,1d,  1h,1f, 11,0,  5, Bri, 000000000000000
US Army,      X7,  0,  2.,0,  5a,4d,  3h,1f,  5,0,  0, Csc, 000000000000000
Red Army,     X5,  0,  2.,0,  5a,4d,  3h,1f,  5,0,  0, Csc, 000000000000000
NATO Army,    X3,  0,  2.,0,  5a,4d,  3h,1f,  5,0,  0, Csc, 000000000000000
Peoples Army,X6,  0,  2.,0,  4a,4d,  3h,1f,  3,0,  0, Csc, 000000000000000
Indian Army,  X4,  0,  2.,0,  4a,4d,  3h,1f,  5,0,  0, Csc, 000000000000000
Helicopter,   nil, 1,  8.,0,  5a,4d,  2h,2f,  7,0,  0, Wri, 100000000000001
Terrorists,   no,  0,  2.,0,  8a,1d,  1h,4f,  5,0,  0, no,  001101001000010
Vietcong,     no,  0,  2.,0,  7a,4d,  3h,2f,  4,0,  0, no,  000001001000010
ANZAC Troops, X2,  0,  2.,0,  4a,4d,  3h,1f,  5,0,  0, Csc, 000000000000000
East Troops,  X1,  0,  2.,0,  4a,4d,  3h,1f,  5,0,  0, Csc, 010000000010000
Marines,      nil, 0,  2.,0,  8a,5d,  3h,2f,  8,0,  0, Cst, 000001001000100
Paratroopers, nil, 0,  2.,0,  6a,5d,  3h,1f,  7,0,  0, CA,  000000101000000
Spy Satellite,nil, 1, 42.,2,  0a,1d,  1h,1f, 15,0,  1, Che, 000000000000001
BM-21,        Bro, 0,  2.,0, 14a,3d,  2h,3f,  9,0,  0, Whe, 000000001000000
M109,         U3,  0,  2.,0, 14a,3d,  2h,3f,  9,0,  0, Ref, 000000001000000
M163 Vulcan,  U3,  0,  2.,0,  3a,5d,  4h,2f,  8,0,  1, Sea, 010000000010000
ZSU-23,       Bro, 0,  2.,0,  3a,5d,  4h,2f,  8,0,  1, Sea, 010000000010000
Leopard 1,    Lit, 0,  4.,1, 13a,5d,  4h,4f, 13,0,  0, Stl, 000000001000000
M60 A1,       X7,  0,  3.,1, 12a,4d,  3h,4f, 11,0,  0, Chi, 000000001000000
T-62,         U2,  0,  3.,0, 12a,4d,  4h,3f, 11,0,  0, Chi, 000000001000000
Chieftain Mk 5,U1,  0,  3.,0, 11a,4d,  3h,3f, 11,0,  0, Chi, 000000001000000
Su-24,        U2,  1, 12.,2, 14a,5d,  4h,3f, 14,0,  3, Mag, 000000000010001
T-72,         X5,  0,  4.,0, 14a,4d,  4h,4f, 13,0,  0, Stl, 000000001000000
T-55,         U2,  0,  4.,0, 10a,3d,  4h,3f, 10,0,  0, Cur, 000000001000000
M48 Patton,   U1,  0,  3.,0, 10a,3d,  3h,2f,  9,0,  0, Cur, 000000001000000
F-4 Phantom,  U3,  1, 11.,2, 13a,6d,  4h,4f, 13,0,  3, Alp, 000000000010001
Su-15 Flagon, Bro, 1, 13.,1, 13a,4d,  3h,4f, 13,0,  0, Inv, 000000000010001
Mirage III,   X3,  1, 10.,2, 11a,5d,  4h,3f, 11,0,  3, Alp, 000000000010001
Mig-23,       U2,  1, 11.,2, 14a,7d,  4h,4f, 15,0,  3, The, 000000000010001
F-5 Tiger,    U1,  1,  9.,2, 11a,5d,  4h,3f, 10,0,  3, Ban, 000000000010001
F-111 Aardvark,X7,  1, 13.,1, 14a,5d,  3h,4f, 14,0,  0, Mag, 000000000010001
Mig-21 Fishbed,Bro, 1, 11.,2, 11a,5d,  4h,3f, 11,0,  3, Ban, 000000000010001
Harrier GR1,  U1,  1,  8.,4, 13a,6d,  4h,3f, 14,0,  3, CoL, 000000000010001
B-52 Stratofortress,X7,  1, 16.,3, 20a,6d,  4h,4f, 18,0,  0, Pot, 000000001000011
Transport,    nil, 2,  9.,0,  0a,4d,  2h,1f,  8,6,  4, Cst, 000000000000000
Frigate,      nil, 2, 11.,0,  8a,6d,  2h,3f,  9,0,  2, Tra, 100000000000001
Destroyer,    nil, 2, 10.,0, 10a,7d,  3h,3f, 12,0,  2, Tra, 000000000000001
Cruiser,      nil, 2,  9.,0, 12a,9d,  4h,3f, 16,0,  2, Feu, 000000000000000
Bomber,       nil, 1, 14.,2, 15a,6d,  4h,3f, 14,0,  0, Plu, 000000001000011
SSBN Submarine,nil, 2, 10.,0, 10a,6d,  3h,4f, 13,0,  2, NP,  100000000001001
Howitzer,     nil, 0,  2.,0, 13a,2d,  2h,3f,  7,0,  0, Exp, 000000001000000
SSN Submarine,nil, 2,  8.,0,  8a,2d,  2h,3f,  8,0,  2, Cmb, 100000000001000
M113,         Lit, 0,  4.,0,  3a,7d,  4h,2f,  8,0,  1, Mas, 000000000000000
Carrier,      nil, 2, 10.,0,  2a,9d,  4h,2f, 26,0,  4, Eng, 010000010000001
Cruise Missile,nil, 1, 12.,1, 20a,0d,  1h,3f, 15,0,  0, Gen, 001000000000000
Secret Agent, nil, 0,  2.,0,  0a,1d,  2h,1f,  9,0,  6, Esp, 000001000000010
Freight Truck,nil, 0,  3.,0,  0a,1d,  2h,1f,  6,0,  7, Cor, 000000000000011
Rebel Forces, X1,  0,  2.,0,  7a,5d,  3h,2f,  4,0,  1, Csc, 000001001000010
ICBM,         nil, 1, 60.,1, 99a,0d,  1h,1f, 75,0,  0, War, 001000000000000
MRBM,         nil, 1, 25.,1, 99a,0d,  1h,1f, 50,0,  0, Tac, 001000000000000
Tu-95 Bear,   X5,  1, 16.,3, 19a,6d,  4h,4f, 18,0,  0, Pot, 000000001000011
Canberra,     U1,  1, 14.,3, 17a,6d,  4h,4f, 17,0,  0, Pot, 000000001000011
H-6,          FP,  1, 14.,3, 17a,6d,  4h,3f, 16,0,  0, Pot, 000000001000011
AEGIS Cruiser,nil, 2,  9.,2, 14a,9d,  4h,4f, 16,0,  2, Gen, 010000000000001
AH-1 Cobra,   U3,  1,  7.,0,  7a,5d,  3h,3f,  8,0,  0, Phi, 100000000000001
MI-8 Hip,     U2,  1,  7.,0,  7a,5d,  3h,3f,  8,0,  0, Phi, 100000000000001
F-14,         Lit, 1, 11.,2, 15a,7d,  5h,4f, 17,0,  0, The, 000000000010001
BTR-60,       U2,  0,  4.,0,  3a,7d,  4h,2f,  7,0,  1, Mas, 000000000000000
IFV,          Roc, 0,  4.,0,  3a,6d,  4h,2f,  7,0,  1, Mas, 000000000000000
Guerrilla,    no,  0,  2.,0,  7a,3d,  3h,2f,  8,0,  0, no,  000001001000010

;
; 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,     2,2,  0,1,0,   yes, 1, 5, 2,   no,  1, 5,  2,  Pln,   ; Drt
Steppe,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  1,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 2, 5, 2,   yes, 0,15,  1,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 2,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  2,1,1,   yes, 1,10, 0,   yes, 5,20,  0,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  2,  Hil,   ; Mou
Tundra,     2,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    3,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  2,  Tun,   ; Gla
Industrial, 1,2,  2,7,5,   yes, 0,15, 2,   yes, 0,15,  2,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 2,   For, 0,15,  2,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Bird,       2,3,  3,2,0,
Coal,       2,4,  0,5,6,
Gold,       3,6,  0,2,7,
Sheep,      1,2,  3,1,0,
Seal,       3,3,  0,10,20,
Mud,        2,3,  1,4,0,
Gems,       3,3,  0,10,20,
Fish,       1,2,  3,0,3,
Oil Field,  3,3,  0,15,20,
Wheat,      1,2,  8,1,0,
Grassland,  1,2,  2,1,0,
Moose,      2,3,  2,3,4,
Factory,    2,2,  1,10,4,
Iron,       3,3,  0,10,20,
Furs,       1,2,  2,0,3,
Penguin,    2,2,  0,4,0,
Spice,      2,3,  3,0,6,
Banana,     2,3,  4,0,1,
Fish,       1,2,  3,0,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Dictatorship,   General,     Leader
Parliamentary,  Prime Minister,Prime Minister
Communism,      Chairman,    Chairman
Fundamentalism, Consul,      Consul
Liberal Democr, President,   President
Democracy,      Chancellor,  Chancellor

;
;   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
Joseph Stalin,None,                0, 1, 3, Russians,    Russian,     1,  1, -1,
Hiro Hito,    None,                1, 2, 2, Japanese,    Japanese,   -1, -1, -1,     4, Emperor, Empress
Adolf Hitler, None,                0, 3, 1, Germans,     German,      1,  1, -1,
Ukendte Leder,None,                0, 4, 0, Neutrals,    Neutral,    -1, -1,  1,
Franklin D. Roosevelt,None,                0, 5, 1, United States,United States, 1,  1, -1,
Winston Churchill,None,                0, 6, 0, British,     British,     1,  1, -1,     6, Prime Minister, Prime Minister
Chiang Kai-Shek,None,                0, 7, 0, Chinese,     Chinese,     0,  0,  1,     2, General, General
Niccolo Machiavelli,None,                0, 1, 0, Rebels,      Rebel,       1,  0, -1,
Fredrich Engels,None,                0, 2, 0, Radicals,    Radical,     1,  0,  0,
Jean Rousseau,None,                0, 3, 0, Nationals,   National,    1,  1,  1,
Alexis Tocqueville,None,                0, 4, 0, Revolution,  Revolution,  0, -1,  1,     1, General, General
Pierre Proudhon,None,                0, 5, 0, Federals,    Federal,     0,  0,  1,
Francisco Suarez,None,                0, 6, 0, Liberals,    Liberal,     0,  1,  0,
Protobon Marx,None,                0, 7, 0, Republics,   Republic,    1,  1, -1,     1, General, General
Niccolo Machiavelli,None,                0, 1, 0, Rebels,      Rebel,       1,  0, -1,
Fredrich Engels,None,                0, 2, 0, Radicals,    Radical,     1,  0,  0,
Jean Rousseau,None,                0, 3, 0, Nationals,   National,    1,  1,  1,
Alexis Tocqueville,None,                0, 4, 0, Revolution,  Revolution,  0, -1,  1,     1, General, General
Pierre Proudhon,None,                0, 5, 2, Federals,    Federal,     0,  0,  1,
Francisco Suarez,None,                0, 6, 0, Liberals,    Liberal,     0,  1,  0,
Protobon Marx,None,                0, 7, 3, Republics,   Republic,    1,  1, -1,     1, General, General

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,
Lumber,
Uranium,
Cloth,
Electroni,
Coal,
Copper,
Synthetic,
Wine,
Mfg. Good,
Steel,
Wheat,
Rubber,
Chemicals,
Petroleum,
Aluminum,


@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
Councillor
Representative
Senator
Minister
President
World Leader

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













