;
;   CIVILIZATION GAME DATA - After Alexander 2.0
;   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
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
12      ; Riot factor based on # cities (higher factor lessens the effect)
1       ; Aqueduct needed to exceed this size
10      ; 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
100      ; 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 Catapults, 4,-2,  Chi, nil, 3, 4    ; AFl  0
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Naval Tactics,      3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mat, Mys, 1, 3    ; Ast  note:  Mys sb Tra but it crashes
Atomic Theory,      4,-1,  Uni, Phy, 2, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut  * appearance
Finance,            4, 1,  Cmn, Uni, 1, 1    ; Ban
Bridge Building,    4, 0,  Cst, nil, 0, 4    ; Bri
Metal Smelting,     6,-1,  nil, nil, 0, 4    ; Bro
Polytheism,         5, 0,  PT,  nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che 10
Simple Catapults,   4,-2,  Eng, nil, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Auxiliary Army,     5,-1,  Ref, nil, 3, 0    ; CA
Popular Culture,    5,-1,  Gen, Ban, 2, 4    ; Cmb
Trade with China,   5, 0,  Rad, nil, 2, 2    ; Cmn  15
Boarding Tactics,   4, 1,  Amp, Tac, 3, 4    ; Cmp
Legal Reform,       7,-1,  Dem, Ban, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Rhodes Earthquake,  4, 0,  no,  no,  2, 1    ; Cor  19
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur  
Democracy,          5, 1,  Gue, Rob, 2, 2    ; Dem
Trade,              4, 1,  Cur, CoL, 2, 1    ; Eco  
Bread and Circuses, 4, 0,  E2,  CoL, 2, 4    ; E1
National Epic,      4, 1,  Wri, Cmb, 3, 4    ; E2  
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Heavy Cavalry,      3, 1,  Hor, Eng, 3, 2    ; Env
Exotic Animals,     2,-1,  Hor, Cmn, 3, 0    ; Esp
Explosives,         5, 0,  ToG, Uni, 2, 4    ; Exp
Death of Archimedes,4,-1,  no,  no,  0, 0    ; Feu  29
Horse Armor,        4,-1,  Bro, Env, 2, 4    ; Fli  30
NOT Persian,        3,-2,  no,  no,  2, 2    ; Fun
Slave Reforms,      3, 0,  Rfg, Dem, 3, 3    ; FP  
Drama,              3, 2,  nil, nil, 3, 3    ; Gen
Popular Support,    4, 1,  Cmn, Tac, 3, 0    ; Gue *
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun * no
Horseback Riding,   4,-1,  PT,  nil, 0, 0    ; Hor
Roman Appearance,   6, 0,  no,  no,  2, 1    ; Ind * appearance
RENAMEInvention,    6, 0,  no,  no,  1, 4    ; Inv * appearance
Iphicrates' Reforms,5,-1,  Las, nil, 0, 4    ; Iro
Hoplite Fighting,   4,-1,  War, Bro, 3, 2    ; Lab  40
Phalanx Fighting,   4, 0,  Lab, nil, 3, 3    ; Las
Postal System,      5,-1,  Ref, Env, 1, 0    ; Ldr
Literacy,           5, 2,  Alp, Gen, 0, 3    ; Lit
Greek Fire,         4,-2,  Exp, Rob, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Bro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Large Warships,     5, 0,  Amp, nil, 3, 4    ; MP
Mathematics,        4,-1,  Lit, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, ToG, 1, 1    ; Med  50
NOT Celtic,         6,-2,  Rad,  nil,  1, 0    ; Met
NOT Roman,          4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob * no
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon       
Plumbing,           5, 1,  Cst, Pot, 1, 2    ; MT
Priestly Caste,     4, 0,  Cer, Sup, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
European,           6,-2,  no,  no,  3, 3    ; NF
Lateen Sail,        3, 0,  Sea, Cmn, 3, 3    ; NP
Philosophy,         6, 1,  Tra, Lit, 1, 2    ; Phi  60
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Mercenary Army,     4, 1,  Cmn, War, 3, 4    ; Pla
Professional Army,  4, 0,  Pla, Iro, 1, 4    ; Plu
Animal Taming,      4, 0,  nil, nil, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Pedia Tech,         5,-1,  RR,  nil, 3, 4    ; Rad * no
Unreachable,        6, 0,  no,  no,  2, 1    ; RR  * no
Fighting Towers,    2, 1,  MP,  Cmp, 3, 2    ; Rec
Self Reliant Army,  4, 0,  Iro, nil, 2, 4    ; Ref
Private Property,   3, 1,  Ref, Dem, 3, 1    ; Rfg 70
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Invention,          5,-2,  Eng, Lit, 3, 0    ; Rob
Pneumatics,         6,-2,  Exp, Amp, 3, 0    ; Roc
Sanitation,         4, 2,  Med, MT,  2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Siege Engineering,  4, 1,  Eng, nil, 3, 3    ; SFl
The Stirrup,        3,-2,  Rad, nil, 3, 0    ; Sth >77
Steam Engine,       4,-1,  Phy, Roc, 2, 3    ; SE
Heliocentrism,      4,-1,  Tra, Ato, 2, 4    ; Stl
Division of Labor,  4, 1,  nil, nil, 3, 3    ; Sup  80
Tactics,            6,-1,  Las, nil, 2, 0    ; Tac >
Hypocaust Heating,  3, 2,  MT,  Eng, 1, 2    ; The 
Alchemy,            4, 0,  Mys, Cur, 1, 3    ; ToG
Astrology,          4, 2,  E2,  Ast, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Caste,      4,-1,  Sup, Bro, 0, 0    ; War
The Wheel,          4,-1,  Pot, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri 
Future Technology,  1, 0,  Stl, FP,  3, 3    ; ...
Cisalpine Campaign, 3, 0,  no,  no,  0, 0    ; U1 90
Carthago Delenda Est,3,0,  no,  no,  0, 0    ; U2
Extra Advance C,    3, 0,  no,  no,  0, 0    ; U3
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Knowledge Diffusion,3, 0,  no,  no,  0, 0    ; X7 
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; 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,
Gymnasium,                4,  1,    War,
Granary,                  6,  1,    Pot,
Temple,                   4,  1,    Cer,
Slave Market,             8,  1,    Sup, 
Scriptorium,              8,  1,    Alp, 
Post House,               8,  1,    Ldr, 
City Walls,               8,  0,    Mas,
Aqueduct,                 1,  0,    Rad,
Emporium,                 10, 2,    Cur, 
Baths,                    10, 2,    MT, 
Academy,                  10, 2,    Phi, 
Mass Transit,             16, 4,    no,
Theater,                  10, 3,    Gen, 
Agora,                    10, 3,    nil, 
Stadium,                  15, 3,    Cst, 
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Gladiatorial Games,       15, 3,    E1, 
Moneychanger,             15, 3,    Ban,
Sewer System,             10, 2,    San,
Estates,                   8, 3,    Rfg,
Trading Post,             10, 3,    Cmn,
Professional School,      10, 3,    Uni, 
SAM Missile Battery,      10, 2,    no,
Seawalls,                  8, 1,    Amp,
Menagerie,                15, 3,    Esp,
Fishery,                  6,  1,    Sea,
Seaport,                  10, 3,    Rec,
Airport,                  16, 3,    no,
Law Courts,               6,  2,    Rfg, 
Shipyard,                 8,  3,    MP,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    Rad,
Hanging Gardens,          20, 0,    Rad,
Colossus,                 20, 0,    Rad,
Lighthouse,               20, 0,    Rad,
Great Library,            30, 0,    Rad,
Oracle,                   30, 0,    Mys,
Sphinx,                   30, 0,    Rad,
Alexander's Legacy,       30, 0,    Rad,
Statue of Zeus,           30, 0,    nil,
Olympics,                 20, 0,    Rad,
Lia Fil,                 40, 0,    MT,  
Plato's Academy,          30, 0,    Rad,
Murex Trade,              40, 0,    Rad,
Colosseum,                30, 0,    Cmb,
Hero's Workshop,          40, 0,    Exp,
Circus Maximus,           40, 0,    nil,
The Musaeum,              40, 0,    nil,
The Brysa,                40, 0,    nil,
Iliad and Odyssey,        40, 0,    nil,  
Second Temple,            40, 0,    nil,
Acropolis,                30, 0,    nil,
The Forum,                60, 0,    nil,
Temple of Artemis,        60, 0,    nil,
Manhattan Project,        60, 0,    no,
Roman Senate,             60, 0,    nil,
Antikythera Mechanism,    60, 0,    Stl, 
Genius of Archimedes,     60, 0,    nil, 
Mausoleum,                60, 0,    nil,
;

; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,         ; Hanging Gardens
Cor,        ; Colossus
nil,        ; Lighthouse
nil,         ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; 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
Feu,        ; 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
Slaves,        U3,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, Sup, 000000000000000
War Engineers, nil, 0,  1.,0,  0a,2d,  3h,1f,  8,0,  5, Roc, 000000000000000
Hoplites,      NF,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Lab, 000000000010100
Phalanx,       U3,  0,  1.,0,  1a,3d,  1h,1f,  2,0,  1, Las, 000000000010100
Peltasts,      CA,  0,  1.,0,  3a,3d,  1h,1f,  3,0,  1, Iro, 000010000010100
Roman Legion,  Min, 0,  2.,0,  5a,2d,  3h,3f,  2,0,  0, Plu, 000010001010110
Skirmishers,   Met, 0,  0.,0,  0a,3d,  2h,1f,  2,0,  1, nil, 000000000000000
Barbarians,    nil, 0,  1.,0,  3a,3d,  2h,1f, 30,0,  1, Rad, 000000000010000
Fanatics,      nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Rad, 000100000010000
Partisans,     nil, 0,  1.,0,  4a,3d,  2h,1f,  5,0,  1, Gue, 000001000010010
Mercenaries,   nil, 0,  1.,0,  5a,2d,  2h,2f,  2,0,  0, Gun, 000001001010100
Legion,        Ind, 0,  1.,0,  5a,2d,  1h,2f,  4,0,  0, Plu, 000010000010100
Aux. Cavalry,  nil, 0,  2.,0,  6a,1d,  1h,1f,  4,0,  0, CA,  000000000010000
Persian Cavalry,Fun,0,  2.,0,  5a,2d,  2h,1f,  6,0,  0, Hor, 000000000010000
Cataphracts,   Rob, 0,  2.,0,  5a,2d,  2h,1f,  6,0,  0, Fli, 000010000010000
Numidians,     nil, 0,  2.,0,  4a,2d,  2h,2f,  2,0,  0, Rad, 000000000010000
Chariot,       Met, 0,  2.,0,  4a,2d,  2h,2f,  3,0,  0, Whe, 000000000010000
Horse Archers, nil, 0,  2.,0,  5a,2d,  2h,2f,  4,0,  0, Rad, 000001000010000
Light Cavalry, nil, 0,  2.,0,  5a,1d,  1h,1f,  5,0,  0, Hor, 000000000010000
Nomad Cavalry, Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Rad, 000000000010000
Heavy Cavalry, nil, 0,  2.,0,  4a,2d,  1h,1f,  6,0,  0, Env, 000000000010000
Germans,       U2,  0,  2.,0,  4a,2d,  3h,4f,  2,0,  0, Rad, 000001001010000
Seige Tower,   nil, 0,  1.,0,  6a,1d,  2h,2f,  8,0,  0, SFl, 000000001000100
Battering Ram, SFl, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Eng, 000000001000100
Onager,        nil, 0,  2.,0,  8a,1d,  1h,2f,  5,0,  0, AFl, 000000001010100
Lithobolos,    Chi, 0,  1.,0,  6a,1d,  2h,1f,  4,0,  0, Mat, 000000000010100
Ballista,      AFl, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Chi, 000000000010000
Freeholders,   Exp, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, Rad, 000000000000000
Legionaries,   X1,  0,  1.,0,  5a,2d,  2h,2f,  4,0,  1, Ref, 000011001010110
Auxillaries,   nil, 0,  2.,0,  3a,3d,  1h,2f,  3,0,  1, CA,  000010000010100
Slave Uprising,nil, 0,  1.,0,  6a,3d,  2h,2f,  4,0,  0, Rad, 000010001010100
Spartans,      nil, 0,  1.,0,  5a,4d,  2h,2f,  2,0,  0, Rad, 000010001010100
Merchant Ship, nil, 2,  8.,0,  0a,2d,  1h,1f,  4,3,  4, Map, 000000000100000
Antiochus III, nil, 0,  3.,0, 12a,5d,  2h,3f, 60,0,  0, Rad, 000010001010101
Trireme,       Sup, 2,  6.,0,  3a,2d,  2h,1f,  4,1,  2, Nav, 000000000110000
Quinquereme,   nil, 2,  5.,0,  4a,2d,  2h,1f,  5,0,  2, Amp, 000000000110000
Pirate Boat,   E1,  2,  5.,0,  7a,3d,  2h,2f,  2,0,  2, Rad, 000000000110000
Hepteres,      Rec, 2,  3.,0,  7a,4d,  2h,2f,  6,0,  2, MP,  000000000110000
Corvus,        Rec, 2,  3.,0,  6a,3d,  1h,2f,  6,1,  2, Cmp, 000000000110000
Deceres,       nil, 2,  3.,0,  8a,5d,  2h,2f,  6,0,  2, Rec, 000000000110000
Warriors,      Met, 0,  2.,0,  4a,2d,  2h,1f,  2,0,  1, Rad, 000000000000000
Pirate Base,   nil, 1,  0.,0,  0a,6d,  3h,2f,  6,0,  3, Rad, 000000000001001
King,          nil, 0,  0.,0,  0a,4d,  3h,1f, 60,0,  1, Rad, 000010000010001
Usurper,       nil, 1,  3.,30,10a,4d,  2h,3f,  6,0,  3, Rad, 000010001010101
Scythians,     nil, 0,  2.,0,  6a,3d,  2h,1f,  3,0,  0, Rad, 000000000010000
Volcano,       nil, 1,  6.,1, 99a,0d,  1h,1f, 50,0,  0, Rad, 001000000010000
Diplomat,      Ind, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Envoy,         Min, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  6, Plu, 000000000000011
Merchants,     X5,  0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, Eco, 000000000000010
Caravan,       nil, 0,  2.,0,  0a,2d,  1h,1f,  6,0,  7, Cmn, 000000000000010
General,       nil, 0,  2.,0,  8a,4d,  2h,2f, 60,0,  0, Rad, 000010001010101
Slingers,      Met, 0,  1.,0,  6a,1d,  2h,2f,  2,0,  0, War, 001000000010100
Camels,        NF,  0,  2.,0,  5a,2d,  2h,1f,  8,0,  0, PT,  000001000010000
Elephant,      NF,  0,  2.,0,  5a,2d,  2h,3f, 12,0,  0, PT,  000000000010000
Archers,       U3,  0,  1.,0,  5a,2d,  1h,1f,  4,0,  0, War, 000000001010100
Storm,         nil, 2,  4.,0, 12a,0d,  4h,2f, 16,0,  3, Rad, 001000000010001
Parthians,     nil, 0,  2.,0,  6a,2d,  2h,2f,  6,0,  0, Rad, 000001001010010
Hannibal,      nil, 0,  3.,0, 12a,5d,  2h,3f, 60,0,  0, Rad, 000010001010101
Caesar,        nil, 0,  3.,0, 12a,5d,  2h,3f, 60,0,  0, Rad, 000010001010101
Greek Fire,    nil, 0,  1.,0,  5a,3d,  2h,2f,  5,0,  1, Ldr, 000000000000000
Saboteur,      nil, 2, 12.,0,  6a,0d,  2h,4f,  6,0,  2, Too, 001000000000000
Tank,          nil, 0,  2.,0,  8a,2d,  3h,2f,  5,0,  1, SE,  000010001010100

;
; 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, 5, 5,   yes, 1, 5,  3,  Pln,   ; 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,     2,3,  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,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tin,        2,4,  1,2,4,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Tun
Copper,     2,4,  1,3,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Badlands,   2,3,  0,0,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Game,       1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Silver,     2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Tin,        1,2,  1,2,4,
Copper,     2,2,  1,3,0,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Gems,       1,2,  0,4,2,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Tin,        1,2,  1,2,4,
Copper,     2,2,  1,3,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Chief,      Chieftress
Monarchy,       King,        Queen
Empire,         Emperor,     Empress
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 2, Romans,      Roman,       1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 3, Seleucids,   Seleucid,    1, -1, -1,
Frederick,    Maria Theresa,       0, 3, 1, Celts,       Celtic,      1, -1, -1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Ptolemies,   Ptolemaic,  -1, -1,  0,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Cartaginians,Cartaginian, 1,  0,  0,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0, -1,  1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 0, Antigonids,  Antigonid,   0, -1, -1,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, 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, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
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,     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
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Olive Oil,
Silver,
Spice,
Gems,
Slaves,
Gold,
Silk,


@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













