;
;   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
14      ; 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)
3       ; 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
50      ; 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
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
No USA,             3, 0,  nil, no,  3, 0    ; U1 
No ARVN,            3, 0,  nil, no,  2, 0    ; U2 
No NVA,             3, 0,  nil, no,  3, 0    ; U3 
No NLF,             3, 0,  nil, no,  3, 0    ; X1 
No Cambodia,        3, 0,  nil, no,  3, 0    ; X2 
No Laos,            3, 0,  nil, no,  3, 0    ; X3 
No ARVN,            3, 0,  nil, no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; 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,
Presidental Palace,       10, 0,    Mas,
Army Barracks,             4, 1,    nil,
Grain Storage,             6, 1,    Pot,
Buddhist Temple,           4, 1,    Cer,
MarketCentre,              8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Defence Perimeter,    8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Central Bank,             12, 3,    Ban,
Radio Station,            12, 3,    MT, 
University,               16, 3,    Uni,
Public Transport,         16, 4,    MP, 
Housing Development,      10, 4,    Cst,
Industrial Plant,         20, 4,    Ind,
Weapons Factory,          32, 6,    Rob,
SDI Defense,              20, 4,    no, 
Garbage Disposal,         20, 2,    Rec,
Electricity Plant,        16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    no, 
Railway Junction,         16, 4,    Eco,
Sewer System,             12, 2,    San,
Rice Paddy Cultivation,    8, 3,    Rfg,
Highways,                 20, 5,    Aut,
Research Lab,             16, 3,    no, 
Missile Defence System,   10, 2,    Roc,
Coastal Battery,           8, 1,    Met,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Dockyard,                 16, 3,    Min,
Airbase,                  16, 3,    Rad,
Military Police Station,   6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Export All Production),  60, 0,    Cor,
Collectivisation,         20, 0,    U3, 
NLF Land Distribution,    20, 0,    X1, 
Port of Saigon,           20, 0,    U2, 
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    no, 
NVA Propaganda,           30, 0,    U3, 
CIA Phoenix Programme,    30, 0,    U1, 
Ho Chi Minh Trail,        30, 0,    U3, 
US aid to South Vietnam,  30, 0,    U2, 
Socialist Solidarity,     20, 0,    U3, 
US Aid Programme,         40, 0,    U2, 
Copernicus' Observatory,  30, 0,    no, 
US Withdrawal 1973,       40, 0,    U3, 
COSVN,                    30, 0,    U3, 
Leonardo's Workshop,      40, 0,    no, 
Land Distribution Law,    40, 0,    X1, 
Isaac Newton's College,   40, 0,    no, 
US Military Budget,       40, 0,    U1, 
Darwin's Voyage,          40, 0,    no, 
S.V Elections,            40, 0,    U2, 
Ho Chi Minh Doctrine,     30, 0,    U3, 
Strategic Hamlet Program, 60, 0,    U2, 
Patriotic Contribution,   60, 0,    U3, 
Manhattan Project,        60, 0,    no, 
Paris Peace Accords,      100, 0,    Cmn,
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
NLF Wealth Distribution,  60, 0,    X1, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Collectivisation
nil,        ; NLF Land Distribution
nil,        ; Port of Saigon
Mag,        ; Lighthouse
no,         ; Great Library
no,         ; NVA Propaganda
no,         ; CIA Phoenix Programme
nil,        ; Ho Chi Minh Trail
Ind,        ; US aid to South Vietnam
Cmn,        ; Socialist Solidarity
nil,        ; US Aid Programme
no,         ; Copernicus' Observatory
nil,        ; US Withdrawal 1973
nil,        ; COSVN
no,         ; Leonardo's Workshop
nil,        ; Land Distribution Law
no,         ; Isaac Newton's College
nil,        ; US Military Budget
no,         ; Darwin's Voyage
nil,        ; S.V Elections
nil,        ; Ho Chi Minh Doctrine
nil,        ; Strategic Hamlet Program
nil,        ; Patriotic Contribution
no,         ; Manhattan Project
nil,        ; Paris Peace Accords
no,         ; Apollo Program
no,         ; SETI Program
no,         ; NLF Wealth Distribution


;
;    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
Settlers,     nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, nil, 000000000000000
US Engineers, nil, 0,  1.,0,  0a,4d,  1h,1f,  1,0,  5, U1,  000000000000000
US M-60 Inf., nil, 0,  1.,0,  9a,5d,  1h,1f,  2,0,  0, U1,  000000101000100
US Rifle Inf.,nil, 0,  1.,0,  6a,3d,  2h,1f,  3,0,  0, U1,  000001000000000
US M-16 Inf., nil, 0,  2.,0,  7a,5d,  2h,1f,  2,0,  0, U1,  000001100000000
Green Berets, nil, 0,  1.,0,  8a,6d,  2h,1f,  5,0,  0, U1,  000001000000110
US Assault Inf,nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, U1,  000011101000111
Australian Inf,nil, 0,  1.,0,  8a,5d,  2h,1f,  4,0,  1, U1,  000001000000100
RoK Inf.,     nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, U1,  000001000000100
Refugees,     nil, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  5, Gue, 000000000000000
Laotian Inf., nil, 0,  0.,0,  6a,6d,  3h,1f,  5,0,  1, X3,  000000000000000
Cambodian Inf.,nil, 0,  0.,0,  2a,1d,  1h,1f,  2,0,  0, X2,  000000000000000
Khmer Rouge,  no,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, no,  000001001000001
Chinese Inf,  nil, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  1, X1,  000000000000000
NLF Inf.,     no,  0,  2.,0,  4a,3d,  1h,2f,  1,0,  0, X1,  000001000000000
NVA Artillery,no,  0,  1.,0, 10a,1d,  1h,1f,  4,0,  0, U3,  000000001000000
ARVN Boat,    nil, 2,  3.,0,  0a,4d,  2h,1f,  5,3,  2, U2,  000000000100000
US Patrol Boat,nil, 2,  4.,0,  8a,3d,  2h,1f,  6,2,  2, U1,  000000000100000
ARVN Rangers, nil, 0,  3.,0,  5a,3d,  2h,1f,  8,0,  0, U2,  000001000000001
ARVN Marines, nil, 0,  2.,0,  7a,4d,  2h,2f, 12,0,  1, U2,  000001000000101
ARVN M-16,    nil, 0,  2.,0,  6a,5d,  2h,1f, 10,0,  1, U2,  000011000000000
ARVN Conscript,nil, 0,  1.,0,  2a,4d,  1h,1f,  1,0,  0, U2,  000001000000000
ARVN M-4,     nil, 0,  3.,0,  8a,6d,  2h,2f,  9,0,  0, U2,  000000000000000
ARVN M-113,   nil, 0,  4.,1,  6a,4d,  2h,2f, 10,0,  0, U2,  000000000000001
US M-113,     nil, 0,  4.,2,  9a,6d,  2h,2f, 12,0,  0, U1,  000000000000001
US-Huey,      nil, 1,  4.,0, 10a,3d,  2h,2f,  2,0,  0, U1,  000000000000001
Howitzer,     nil, 0, 14.,1,  8a,4d,  2h,2f,  8,0,  0, no,  000000000000000
NLF RPD,      nil, 0,  3.,2,  5a,2d,  2h,2f,  1,0,  0, X1,  000101000000001
NLF AK-47,    nil, 0,  3.,0,  5a,2d,  1h,1f,  1,2,  0, X1,  000101000000000
Don't Use,    no,  0,  3.,0,  6a,1d,  1h,2f,  1,3,  0, no,  000101000000000
NVA Infantry, nil, 0,  2.,0,  5a,4d,  2h,1f,  1,4,  1, U3,  000001000000000
NVA RPD,      nil, 0,  4.,0,  8a,2d,  2h,1f, 10,2,  0, U3,  000001000000000
NV Assault Inf,nil, 0,  2.,0,  6a,4d,  3h,1f,  5,0,  0, U3,  000001000000000
NVA Truck,    nil, 0,  5.,0,  9a,4d,  3h,1f,  2,0,  0, U3,  000001000000000
NVA T-64,     nil, 0,  3.,0,  9a,5d,  3h,2f, 12,0,  0, U3,  000001000000000
don't use,    no,  0,  5.,0,  8a,8d,  3h,2f,  5,0,  0, no,  000001000000000
US Phantom-F4,nil, 1,  6.,1, 12a,5d,  4h,2f, 16,0,  3, U1,  000000000010000
US Corsair,   nil, 1,  6.,1, 10a,2d,  3h,2f,  6,0,  3, U1,  000000000010000
Don't Use,    no,  0,  3.,0,  8a,4d,  2h,2f, 12,0,  0, no,  000001000000001
NVA Flak Gun, nil, 0,  1.,0,  0a,15d, 3h,1f,  7,8,  1, U3,  010000000000000
Halftrack,    nil, 0,  3.,1,  6a,4d,  2h,2f,  6,0,  0, U1,  000000000000000
Artillery,    no,  0,  1.,1, 10a,1d,  1h,2f, 16,0,  0, no,  000001000000000
Mig,          nil, 1,  2.,0,  0a,0d,  1h,1f,  3,0,  3, no,  000000000010000
B-52 Bomber,  nil, 1, 15.,3, 15a,12d, 1h,3f, 12,0,  3, U1,  000000000000011
ARVN Huey,    nil, 1,  5.,0,  9a,2d,  2h,2f,  9,0,  0, U2,  000000000000010
US Carrier,   nil, 2,  0.,0,  0a,25d, 1h,1f,  5,15,  4, U1,  000000010000000
US Destroyer, nil, 2,  3.,0,  0a,15d, 1h,1f, 15,3,  2, U1,  010000000000010
US Gunslinger,nil, 1,  5.,0, 15a,5d,  1h,1f,  5,0,  0, U1,  000000000000000
Junk,         nil, 2,  4.,0,  1a,1d,  2h,1f,  1,1,  2, X1,  000100000100000
Mig-21,       nil, 1, 12.,1,  8a,4d,  2h,2f, 10,0,  3, U3,  000000000000001
Mine,         nil, 2,  0.,0,  0a,85d, 2h,1f,  4,0,  2, no,  000000000000000
Booby Trap,   nil, 0,  0.,0,  0a,45d, 2h,1f,  4,0,  1, no,  000000000000000
Camoflage Trap,nil, 0,  0.,0,  0a,45d, 2h,1f,  4,0,  1, no,  000000000000000
Defences,     nil, 0,  0.,0,  0a,85d, 5h,1f,  4,0,  1, no,  000000000000000
NVA Rockets,  nil, 0,  4.,0, 14a,2d,  2h,1f,  9,0,  0, U3,  000000001000000
Artillery,    nil, 0,  1.,0, 10a,1d,  2h,1f,  4,0,  0, nil, 000000000000000
NLF Mortar,   nil, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, X1,  000001001000000
NVA Artillery,nil, 0,  5.,0,  8a,2d,  3h,2f,  5,0,  0, U3,  000000001000000
T-54,         nil, 0,  3.,0,  8a,6d,  2h,2f,  4,0,  0, U3,  000000000000001
Unit 60,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Unit 61,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Unit 62,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, 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,     1,2,  0,1,10,   no,  0, 0, 5,   no,  0, 0,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,5,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,7,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,5,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Hamlet,     2,5,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  0,1,5,
Family Farm,1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Tundra,     1,7,  3,1,0,
Furs,       4,2,  0,0,0,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Tundra,     1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Bamboo,     2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr,          Mrs
Despotism,      President,   President
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Leader,      Leader
Republic,       President,   President
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
Leader,       Leader,              0, 1, 1, Democracy,   President,   0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Leader,       Dictator,            0, 2, 0, Dictator,    Imperator,  -1, -1,  1,
Imperatrix,   General,             0, 3, 3, General,     Caesar,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Dictator,     Archbishop,          1, 4, 0, Archbishop,  Chancellor,  0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Maria Theresa,Pharaoh,             0, 5, 0, Pharaoh,     Great Pharaoh,-1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Cleopatra,    Reverend,            1, 6, 1, Reverend,    Speaker,     0,  1, -1,     6, Prime Minister, Prime Minister
Great Pharaoh,Abe Lincoln,         0, 7, 2, E. Roosevelt,Prime Minister,-1, -1,  0,     2, Maharaja, Maharaja,
Reverend,     Speaker,             1, 1, 3, Speaker,     Maharaja,    1,  1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Prime Minister,Czar,                0, 2, 0, Czarina,     Patriarch,   1,  0,  0,
Matriarch,    Maharaja,            0, 3, 0, Maharaja,    Lenin,       1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Czarina,      Archbishop,          0, 4, 0, Archbishop,  Premier,     1,  1, -1,
Premier,      Zulus,               0, 5, 2, Zulu,        Louis XIV,   0,  0,  1,     3, Chairman, Chairperson
French,       Archbishop,          1, 6, 3, Archbishop,  Chairman,    0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Aztec,        Lord Protector,      0, 7, 0, Lady Protector,Prime Minister, 1,  1, -1,
Prime Minister,Chairman,            1, 1, 0, Chairperson, Henry VIII, -1,  1,  0,     4, Druid, Druid
English,      Lord Protector,      0, 2, 0, Lady Protector,Druid,       1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Mongol,       Shogun,              1, 3, 3, Shogun,      Prime Minister, 1,  1,  0,     1, Warlord, Warlord
Druid,        Tokugawa,            1, 4, 3, Amaterasu,   Warlord,    -1,  1, -1,     4, Archbishop, Archbishop
Shogun,       Prime Minister,      0, 5, 0, Prime Minister,Archbishop,  0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Warlord,      Shah,                0, 6, 0, Shah,        Ayatollah,   0,  0, -1,
Ayatollah,    Archbishop,          0, 7, 0, Archbishop,  Xerxes,      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
Rice,
Coal,
Wheat,
Ammo,
Spice,
Clothes,
Wool,
Cotton,
Tyres,
Oil,
Petrol,
Fish,
Furs,
Oxen,
Gold,
Diamonds,


@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













