;
;   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
6       ; Road movement multiplier
10      ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
30      ; 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
0       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
3       ; Fundamentalism loses this % of science
1       ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
7       ; 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
Army Air Service,	6,-2,  PT,  Iro, 1, 4    ; AFl         0	Monoplane
London Conference,	6,-2,  Chi, Fli, 3, 0    ; Alp			Event*
Stormtrooper Training,	7,-2,  X7,  Ldr, 0, 4    ; Amp			Sturmtruppen
Chemical Industries,    4, 1,  Bri, nil, 3, 1    ; Ast
Postal Service,         4, 1,  Ban, nil, 0, 2    ; Ato			Military Censorship
Ottoman Army,		1, 0,  PT,  nil, 2, 0    ; Aut         5	Ottoman Army
Commerce,		1, 0,  Tra, nil, 2, 1    ; Ban			Bank Institute
Industrialisation,	1, 0,  PT,  nil, 3, 1    ; Bri			Light Industry, Factory
Artillery,		1, 0,  PT,  nil, 3, 4    ; Bro			Light Artillery Barrage
Army Training,		1, 0,  PT,  nil, 0, 0    ; Cer			City Garrison, City Defences, Garrison
Mortar Design,		6,-2,  no,  no,  0, 0    ; Che	       10	Mortar Barrage
Trench Warfare,		6,-2,  Tac, Gun, 0, 0    ; Chi			Allied MG, German MG
Massive Mortars,        6,-2,  Esp, Gen, 3, 4    ; CoL			Dicke Berta
Gallipoli Expedition,	7,-2,  Sth, nil, 3, 0    ; CA			Event*			
Bolshevik Uprising,	6,-2,  no,  no,  0, 1    ; Cmb	       15	
Not used,		1, 0,  no,  no,  0, 0    ; Cmn
Bolshevik Revolution,	4,-1,  no,  no,  0, 1    ; Cmp			
Improved Ballistics,	4,-1,  Bro, Wri, 3, 4    ; Csc			Ballistics Centre
Not used,		0, 0,  no,  no,  0, 0    ; Cst
War Bond Companies,     6, 1,  Eco, nil, 2, 1    ; Cor			War Bonds
Air Forces,		6, 1,  AFl, MP,  1, 4    ; Cur	       20	Fighter Wing (Germany, Allies)
Not used,		0, 0,  no,  no,  0, 0    ; Dem
Wartime Economy,	6, 1,  Bri, nil, 3, 1    ; Eco			Industrial Mobilisation
Schlieffen Plan,	0, 0,  Gen, nil, 1, 1    ; E1			German Army (2)
Young Turkish Revolution,1,0,  Fun, nil, 2, 1    ; E2			
Airship Construction,	7,-2,  Gen, AFl, 1, 1    ; Eng         25	Zeppelin
Military Science,	6,-2,  Cer, nil, 0, 0    ; Env			School of Offense
Heavy Artillery,	6,-2,  Csc, nil, 3, 4    ; Esp			Heavy Artillery Barrage
Impr. Dreadnought Design,6,-2, Mag, nil, 2, 2    ; Exp			Super Dreadnought
Industrial War Effort,	4, 1,  Eco, nil, 3, 1    ; Feu			Factory Extension
British Empire,		1, 0,  PT,  nil, 3, 0    ; Fli         30	B.E.F.
Ottoman Empire,		1, 0,  PT,  nil, 2, 0    ; Fun			
Colonial Troops,        6,-2,  Gun, War, 0, 0    ; FP			
German Empire,		6,-2,  PT,  nil, 1, 1    ; Gen			German Army, Krupp Steel Works
Bolshevik Uprising,     0, 0,  no,  no,  0, 1    ; Gue			Event*
Mass Infantry Tactics,	6, 1,  Env, nil, 0, 0    ; Gun         35
Cavalry Troops,         6,-2,  Cer, nil, 0, 0    ; Hor			Cavalry
Russian Empire,		1, 0,  PT,  nil, 1, 0    ; Ind			Russian Army
Central Powers,		1, 0,  PT,  nil, 0, 0    ; Inv
Modern Warfare,		6,-2,  Cer, nil, 0, 0    ; Iro			Supply Depot
Labour Unions,		4, 1,  Bri, nil, 3, 1    ; Lab	       40	Increased Wages
Increased Arms Output,	7,-2,  Ldr, Cor, 3, 1    ; Las			Wonder
Total War Effort,	6,-2,  MP,  Iro, 0, 0    ; Ldr			Ammunitions Plant
Basic Education,	4, 1,  PT,  nil, 0, 2    ; Lit			State Schools
New Industries,		4, 1,  Bri, Lab, 3, 1    ; Too			Shipyards
Dreadnought Design,	7,-2,  Map, Csc, 2, 2    ; Mag         45	Dreadnought
Cruiser Design,		6,-2,  Nav, nil, 2, 2    ; Map			Armoured Cruiser
Sea Blockade,		6,-2,  Fli, Map, 2, 2    ; Mas			Event*
Mass Production,	7,-2,  Feu, Whe, 3, 1    ; MP			Mass War Production
U-Boot Raiders,		4,-1,  SFl, Gen, 1, 2    ; Mat			U-Boot
Total Submarine War,	7,-2,  Mat, nil, 1, 2    ; Med	       50	Event*
Amphibious Warfare,	6,-2,  Iro, Nav, 0, 0    ; Met			Marine Regt			
New French Armies,	6,-1,  Phy, nil, 0, 3    ; Min			Poilu
New British Armies,	6,-1,  War, Fli, 3, 0    ; Mob			British Army
Pre-War Regimes,	1, 0,  PT,  nil, 0, 2    ; Mon			Govt
Media Control,		6, 1,  PT,  nil, 0, 2    ; MT          55	War Propaganda, Propaganda Office
War Heroes,		4, 1,  Mon, nil, 0, 2    ; Mys			Flying Circus
Basic Warships,		6,-2,  Sea, nil, 2, 2    ; Nav			Destroyer
Battlecruiser Design,	7,-2,  Mag, nil, 2, 2    ; NF			Battlecruiser
American War Entry,	6,-2,  U1,  nil, 1, 3    ; NP			American Troops/Event*
Italia,			1, 0,  PT,  nil, 2, 3    ; Phi	       60	Esercito Italiano
Republique Francaise,	1, 0,  PT,  nil, 0, 3    ; Phy			Arme Francaise
Moroccan Army,          6,-2,  FP,  Phy, 0, 3    ; Pla			Tirailleurs d'Afrique
Twice Removed,		1, 0,  no,  no,  0, 0    ; Plu
The Great War,		1, 0,  Plu, nil, 0, 0    ; PT
Stock Markets,		4, 1,  Ban, nil, 2, 1    ; Pot         65	Stock Exchange
Not used,		0, 0,  no,  no,  0, 0    ; Rad			
Not used,		0, 0,  no,  no,  0, 0    ; RR
Tracked Vehicles,	4,-2,  Tac, Ldr, 2, 4    ; Rec			
Improved Explosives,	6,-2,  Wri, nil, 3, 4    ; Ref
Import More Food,       5, 1,  Ban, nil, 2, 1    ; Rfg         70	Imported Food
Not used,		0, 0,  no,  no,  0, 0    ; Rep
Merchant Navy,		6,-2,  Sea, nil, 3, 2    ; Rob			Freight Ship
Poison Gas Shells,      4,-2,  Wri, Csc, 3, 4    ; Roc			Poison Gas
Civil Engineering,	4, 1,  Bri, nil, 0, 2    ; San			Seweage System
Navy,			6,-2,  PT,  nil, 2, 2    ; Sea         75	Port
Submarine Warfare,	6,-2,  Map, nil, 1, 2    ; SFl			Submersible
ANZAC Troops,		6,-2,  FP,  Fli, 3, 0    ; Sth			ANZAC Troops
Diplomatic Moves,	7,-2,  Gen, nil, 0, 4    ; SE			
Oriental Army,		7,-2,  Min, nil, 0, 3    ; Stl			Event*
Turret Construction,	7,-2,  X2,  Phy, 2, 4    ; Sup         80	FT-17
Maneuver War Doctrine,	6, 2,  Env, Chi, 0, 0    ; Tac			Military Academy
National Hero,		5, 1,  Ldr, Gen, 1, 1    ; The			Marshal Hindenburg
Plan XVII,		7,-2,  Phy, nil, 0, 3    ; ToG			Reserve Division
Supply and Demand,      4, 1,  PT,  nil, 2, 1    ; Tra			Supply Convoy, Supply Depot
Higher Education,	7,-2,  Lit, nil, 0, 2    ; Uni         85	Research Laboratory
Entente cordiale,	6,-2,  PT,  nil, 0, 0    ; War
Improved Engineering,	6,-2,  Uni, nil, 0, 4    ; Whe			Improved Housing
Improved Chemistry,	6,-2,  Uni, Ast, 0, 4    ; Wri			Science Institute
New War Plan,		0, 0,  nil, nil, 0, 0    ; ...
American Reaction,	1, 0,  no,  no,  1, 3    ; U1	       90	American Credits
Canadian Army,		5,-2,  FP,  Fli, 3, 0    ; U2			Canadian Troops/Events
Alpine Troops,		6,-2,  Phi, Cer, 2, 3    ; U3			Alpini
Hnved Troops,		6,-2,  X3,  nil, 3, 3    ; X1			Hnved
Tank Construction,	7,-2,  Rec, War, 2, 4    ; X2			Mk.IV, A7V*
Habsburg Empire,	1, 0,  Inv, no,  3, 3    ; X3          95	Austrian Army
Anti-Central Propaganda,1, 0,  PT,  nil, 0, 0    ; X4
Anti-Entente Propaganda,1, 0,  PT,  nil, 0, 0    ; X5
Mining Warfare,		4,-2,  Nav, nil, 2, 2    ; X6			Minesweeper
Infiltration Tactics,	1, 0,  Ldr, Tac, 1, 1    ; X7	       99


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

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,		 1, 0,  nil,
Palace,			10, 0,	nil,
Not used,		 4, 1,  no,	Barracks
Supply Depot,		 6, 1,  Tra,	Granary
City Garrison,		 4, 1,	Cer,	Temple
Light Industries,	 8, 1,	Bri,	Marketplace
State Schools,		 8, 1,	Lit,	Library
Military Censorship,	 8, 1,  Ato,	Courthouse
City Defences,		 8, 0,	Cer,	City Walls
Sewage System,		 8, 2,	San,	Aqueduct
Bank Institute,		12, 3,	Ban,	Bank
Propaganda Office,	12, 3,	MT,	Cathedral
Research Laboratory,	16, 3,	Uni,	University
Forces Mail Service,	16, 4,	Ato,	Mass Transit
Increased Wages,	10, 4,	Lab,	Colosseum
Factories,		20, 4,	Bri,	Factory
Mass War Production,	32, 6,	MP,	Mfg. Plant
Not used,		20, 4,	no,	SDI Defence
Not used,		20, 2,	no,	Recycling Centre
Factory Extension,	16, 4,	Feu,	Power Plant
Ammunition Plant,	24, 4,	Ldr,	Hydro Plant
Not used,		16, 2,	no,	Nuclear Plant
Victory Bonds,		16, 4,	Pot,	Stock Exchange
Improved Housing,	12, 2,	Whe,	Sewer System
Imported Food,		 8, 3,	Rfg,	Supermarket
Industrial Mobilisation,20, 5,	Eco,	Superhighways
Science Institute,	16, 3,	Wri,	Research Lab
Flak Installations,	10, 2,	Cmb,	SAM Missile Battery
Coastal Defence Fleet,	 8, 1,	Met,	Coastal Fortress
Not used,		32, 4,	no,	Solar Plant
Port,			 6, 1,	Sea,	Harbour
Shipyards,		16, 3,	Too,	Offshore Platform
Not used,		16, 3,	no,	Airport
Not used,		 6, 2,	no,	Police Station
Not used,		 8, 3,	no,	Port Facility
Not used,		 8, 3,	no,	SS Structural
Not used,		 8, 3,	no,	SS Component
Not used,		 8, 3,	no,	SS Module
War Bonds,		60, 0, 	Cor,	(Capitalization)
Not used,		60, 0,  no,	Pyramids
School of Offense,	60, 0,	Env,	Hanging Gardens/Paris
London City,		60, 0,	Fli,	Colossus/London
Admiralitt,		60, 0,	Gen,	Lighthouse/Kiel
Not used,		60, 0,	no,	Great Library
Flying Circus,		60, 0,	Mys,	Oracle
Paris,			60, 0,	Phy,	Great Wall/Paris
Not used,		60, 0,	no,	Sun Tzu's War Academy
Krupp Steel Works,	60, 0,	Gen,	King Richard's Crusade
Hohenzollern Dynasty,	60, 0,	Gen,	Marco Polo's Embassy
War Propaganda,		60, 0,	MT,	Michelangelo's Chapel
Ballistics Centre,	60, 0,	Csc,	Copenicus' Observatory
Royal Admiralty,	60, 0,	Fli,	Magellan's Journey/London
Bosporus Control,	60, 0,	Fun,	Shakespear's Theatre
Not used,		60, 0,	no,	Leonardo's Workshop
Marshal Hindenburg,	60, 0,	The,	J.S. Bach's Cathedral
Military Academy,	60, 0,	Tac,	Isaac Newton's College
American Credits,	60, 0,	U1,	Adam Smith's Trading Co.
Habsburg Empire,	60, 0,	X3,	Darwin's Voyage
Not used,		60, 0,	no,	Statue of Libertyw
Irredenta,		60, 0,	Phi,	Eiffel Tower/Roma
Not used,		60, 0,	no,	Women's Suffrage
Arms Industries,	60, 0,	Las,	Hoover Dam
Not used,		60, 0,	no,	Manhattan Project
Not used,		60, 0,	no,	United Nations
Not used,		60, 0,	no,	Apollo Program
Not used,		60, 0,	no,	SETI Program
Czar of Russia,		60, 0,	Ind,	Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
Min,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
no,         ; Great Library
nil,        ; Oracle
Gen,        ; Great Wall
no,         ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
Cmp,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
no,         ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
Cmp,        ; 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 = Can see units two spaces away
;   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
Engineer Brigade,	nil, 0,  1.,0,  0a,1d,  2h,1f, 14,0,  5, nil, 000000000010000
Regular Division (1914),Min, 0,  1.,0,  5a,3d,  3h,3f, 12,0,  0, Phy, 000000001010000	France
Regular Division (F),	nil, 0,  1.,0,  6a,4d,  3h,3f, 12,0,  0, Min, 000000001010000	France
Reserve Division (F),	nil, 0,  1.,0,  4a,3d,  3h,2f,  8,0,  3, ToG, 000000001010000	France
B.E.F. Division,	Mob, 0,  1.,0,  5a,4d,  4h,3f, 16,0,  1, Fli, 000000001010000	Britain
Regular Division (UK),	Phy, 0,  1.,0,  6a,4d,  3h,3f, 12,0,  0, Mob, 000000001010000	Britain
Mine Field,		nil, 2,  0.,0,  8a,5d,  1h,3f,  2,0,  1, no,  000000000001001
Division (Bel),		nil, 0,  1.,0,  5a,3d,  3h,2f, 12,0,  0, no,  000000001010000	Belgium
Arabic Troops,		nil, 0,  3.,0,  6a,2d,  3h,2f, 12,0,  0, Aut, 000000000010011	Turkey (Britain)
Bolsheviks,		nil, 0,  1.,0,  6a,3d,  3h,3f, 12,0,  0, no,  000001001010010
Division (It),		nil, 0,  1.,0,  5a,3d,  3h,3f, 12,0,  0, Phi, 000000001010000	Italy
Regular Division (A),	nil, 0,  1.,0,  5a,3d,  3h,3f, 12,0,  0, X3,  000000001010000	Austria
Regular Division (Ger),	nil, 0,  1.,0,  6a,4d,  3h,3f, 14,0,  0, Gen, 000000001010000	Germany
Reserve Division (Ger),	nil, 0,  1.,0,  5a,3d,  3h,2f, 10,0,  1, E1,  000000001010000	Germany
Garde Division,		nil, 0,  1.,0,  7a,5d,  3h,4f, 18,0,  0, no,  000000001010000	Germany
Allied Cavalry Regt,	X5,  0,  2.,0,  5a,3d,  3h,2f, 12,0,  0, Hor, 000000000010011	Entente
Cossacks Regt,		nil, 0,  2.,0,  5a,2d,  3h,2f, 10,0,  0, Ind, 000000000010011	Russia
Cavalry Regt,		X4,  0,  2.,0,  5a,3d,  3h,2f, 12,0,  0, Hor, 000000000010011	Central Powers
Territorial Division,	nil, 0,  1.,0,  4a,3d,  3h,2f, 10,0,  1, Fli, 000000001010000	Britain
Division (Rom),		nil, 0,  1.,0,  5a,3d,  3h,3f, 12,0,  1, no,  000000001010000	Romania
Division (Bul),		nil, 0,  1.,0,  5a,3d,  3h,3f, 12,0,  1, no,  000000001010000	Bulgaria
Division (Gre),		nil, 0,  1.,0,  5a,4d,  3h,3f, 12,0,  1, no,  000000001010000	Greece
Tank Battalion,		Phy, 0,  1.,0,  9a,4d,  5h,3f, 20,0,  0, X2,  000000000010010	Britain
Allied Lt Artillery Regt,X5, 0,  1.,0,  7a,2d,  6h,1f, 18,0,  0, Bro, 000010000010000	Allies
Allied Howitzer Regt,	X5,  0,  1.,0,  9a,1d,  8h,1f, 28,0,  0, Esp, 000000001010000	Allies
Lt Artillery Regt,	X4,  0,  1.,0,  7a,2d,  6h,1f, 18,0,  0, Bro, 000010000010000	Central Powers
Howitzer Regt,		X4,  0,  1.,0,  9a,1d,  8h,1f, 28,0,  0, Esp, 000010001010000	Central Powers
Monoplane,		nil, 0,  1.,0,  0a,1d,  2h,1f,  8,0,  3, AFl, 000001000000011
Marine Regt,		nil, 0,  1.,0,  6a,3d,  3h,3f, 20,0,  0, Met, 000000001010100
Zeppelin,		nil, 1,  8.,2,  6a,1d,  3h,2f, 32,0,  0, Eng, 000000001010001
Fighter Wing (Ger),	X5,  1,  4.,1,  2a,1d,  1h,1f, 16,0,  3, Cur, 000000000010001	Germany
Fighter Wing (Entente),	X4,  1,  4.,1,  2a,1d,  1h,1f, 14,0,  3, Cur, 000000000010001	Entente
Fighter Wing,		Phy, 1,  4.,1,  2a,1d,  1h,1f, 16,0,  3, Cur, 000000000010001	
Hnved Regt,		nil, 0,  1.,0,  4a,2d,  3h,3f, 10,0,  3, X1,  000000001010000	Austria
Division (Ser),		nil, 0,  1.,0,  5a,3d,  3h,3f, 12,0,  1, no,  000000001010000	Serbia
Irish Insurgents,	nil, 0,  1.,0,  6a,3d,  3h,3f, 12,0,  0, no,  000001001010000	
Blockade Runner,	nil, 2,  8.,0,  3a,1d,  2h,1f, 24,0,  7, no,  000000000000000
Destroyer Flotilla,	nil, 2, 10.,0,  2a,1d,  4h,1f, 16,0,  2, Nav, 100000000010001
Armoured Cruiser,	nil, 2,  9.,0,  4a,2d,  3h,2f, 24,0,  2, Map, 000000000010001
Dreadnought,		nil, 2,  7.,0,  7a,4d,  4h,3f, 40,0,  2, Mag, 000000000010000
Battlecruiser,		nil, 2,  8.,0,  7a,3d,  4h,2f, 36,0,  2, NF,  000000000010001
Submersible,		nil, 2,  6.,0,  5a,1d,  4h,2f, 20,0,  2, SFl, 000000000001001
Super Dreadnought,	nil, 2,  6.,0,  8a,4d,  4h,4f, 60,0,  2, Exp, 000000000010000
Freight Ship,		nil, 2,  8.,0,  0a,1d,  2h,1f, 16,2,  4, Rob, 000000000000000
Alpini Regt,		nil, 0,  1.,0,  6a,3d,  3h,2f, 18,0,  1, U3,  000001001010000	Italy
Poison Gas Shells,	nil, 0,  1.,0, 12a,0d,  1h,2f,  4,0,  0, Roc, 001000000010000
Garrison,		nil, 0,  0.,0,  3a,3d,  3h,2f,  8,0,  6, Cer, 000000000000000
Fort,			nil, 0,  0.,0,  0a,8d,  5h,2f, 40,0,  5, no,  000000000000000
U-Boat,			nil, 2,  7.,0,  6a,1d,  4h,2f, 16,0,  2, Mat, 000000000001001	Germany
Freight Convoy,		nil, 0,  2.,0,  0a,1d,  2h,1f, 18,0,  7, Tra, 000000000000000
Tirailleurs d'Afrique,	nil, 0,  1.,0,  5a,3d,  3h,2f, 12,0,  1, Pla, 000000001010000	France
Panzer Battalion,	nil, 0,  1.,0,  9a,4d,  5h,3f, 24,0,  0, no,  000000000010010	Germany
Predreadnought,		Mag, 2,  6.,0,  5a,2d,  3h,3f, 28,0,  2, Nav, 000000000010000
42cm 'Dicke Berta',	nil, 0,  1.,0, 12a,1d, 10h,1f, 28,0,  0, CoL, 000000001010000	Germany
Landwehr Regt.,		nil, 0,  1.,0,  4a,3d,  2h,3f,  8,0,  1, Inv, 000000001010000	Central Powers
Division (Rus),		nil, 0,  1.,0,  5a,3d,  3h,3f, 12,0,  0, Ind, 000000001010000	Russia
Sturmtruppen Regt,	nil, 0,  1.,0,  8a,5d,  3h,4f, 18,0,  0, Amp, 000000001010010	Germany
U.S. Army Division,	nil, 0,  1.,0,  5a,4d,  3h,3f, 12,0,  0, no,  000000001010000	France
ANZAC Division,		nil, 0,  1.,0,  7a,4d,  3h,3f, 18,0,  0, no,  000000001010000	Britain
Canadian Division,	Phy, 0,  1.,0,  5a,4d,  3h,3f, 18,0,  0, no,  000000001010000	Britain
Char legr Batt.,	nil, 0,  1.,0, 10a,5d,  5h,3f, 24,0,  0, Sup, 000000000010010	France
Division (Tur),		nil, 0,  1.,0,  5a,3d,  3h,3f, 12,0,  0, Aut, 000000001010000	Turkey
;
; 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,		3,2,  0,0,0,   no,  1,40, 3,   no,  1, 5,  3,  Pln,   ; Drt
Plains,		1,3,  1,0,0,   yes, 1,20, 1,   For, 0, 0,  1,  Grs,   ; Pln
Grassland,	1,3,  1,1,0,   yes, 2,10, 2,   For, 0, 0,  1,  Hil,   ; Grs
Trenches,	2,5,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  Grs,   ; For
Hills,		2,4,  1,0,0,   yes, 2,20, 1,   yes, 4,30,  2,  For,   ; Hil
Mountains,	6,6,  0,0,0,   no,  1,50, 0,   yes, 6,60,  2,  Mou,   ; Mou
Tundra,		3,2,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Northern Forest,4,2,  0,2,0,   no,  0,40, 3,   no,  0, 0,  0,  Jun,   ; Gla
Marshes,	3,2,  1,0,0,   yes, 1,20, 3,   no,  0,15,  0,  no,    ; Swa
Forest,		4,2,  0,2,0,   Pln, 0,30, 2,   For, 0, 0,  1,  Pln,   ; Jun
Sea/River,	1,7,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,		1,2,  3,1,0,
Livestock,	1,3,  4,3,4,
Pasture,	1,3,  2,1,0,
Strongpoint,	2,5,  0,0,0,
Mining Site,	2,4,  1,4,6,
Mountain Pass,	3,4,  0,0,0,
Rocks,		2,2,  1,0,0
Marble,		4,2,  0,4,4,
Swamp,		2,2,  1,0,0,
Deer,		4,2,  4,2,2,
Fishing Grounds,1,6,  4,0,2,
Rocks,		1,2,  0,0,0,
Wheat Fields,	1,3,  6,1,1,
Pasture,	1,3,  2,1,0,
Strongpoint,	2,5,  0,0,0,
Mining Site,	2,4,  1,4,6,
Mountain Pass,	3,4,  0,0,0,
Rocks,		2,2,  0,0,0,
Fine Woods,	4,2,  0,4,1,
Swamp,		2,2,  1,0,0,
Furs,		4,2,  3,0,3,
Fishing Grounds,1,6,  4,0,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       Kaiser,      Kaiser
Democracy,      Comrade,     Comrade
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
Nicholas II,		Nicholas II,		0, 1, 1, Russian Empire,	Russian,	 0,  1,  1,	3, Czar, Czar
Franz Josef I,		Franz Josef I,		0, 2, 0, Austria-Hungary,	Habsburg,	-1, -1,  1,	3, Kaiser, Kaiser
Wilhelm II,		Wilhelm II,		0, 3, 3, German Empire,		German,		 1, -1,  1,	3, Kaiser, Kaiser
Vittorio Emmanuele III,	Vittorio Emmanuele III,	1, 4, 0, Italy,			Italian,	 0,  0,  1,	3, King, King
Raimond Poincar,	Raimond Poincar,	0, 5, 1, Republique Francaise,	French,		-1,  0,  1,	4, President, President
George V,		George V,		1, 6, 1, British Empire,	British,	 0,  1, -1,	4, King, King
Mohammad V,		Mohammad V,		0, 7, 2, Ottoman Empire,	Ottoman,	-1, -1,  0,	3, Sultan, Sultan
Nicholas II,		Nicholas II,		0, 1, 1, Russian Empire,	Russian,	 0,  1,  1,	3, Czar, Czar
Franz Josef I,		Franz Josef I,		0, 2, 0, Austria-Hungary,	Habsburg,	-1, -1,  1,	3, Kaiser, Kaiser
Wilhelm II,		Wilhelm II,		0, 3, 3, German Empire,		German,		 1, -1,  1,	3, Kaiser, Kaiser
Vittorio Emmanuele III,	Vittorio Emmanuele III,	1, 4, 0, Italy,			Italian,	 0,  0,  1,	3, King, King
Raimond Poincar,	Raimond Poincar,	0, 5, 1, Republique Francaise,	French,		-1,  0,  1,	4, President, President
George V,		George V,		1, 6, 1, British Empire,	British,	 0,  1, -1,	4, King, King
Mohammad V,		Mohammad V,		0, 7, 2, Ottoman Empire,	Ottoman,	-1, -1,  0,	3, Sultan, Sultan
Nicholas II,		Nicholas II,		0, 1, 1, Russian Empire,	Russian,	 0,  1,  1,	3, Czar, Czar
Franz Josef I,		Franz Josef I,		0, 2, 0, Austria-Hungary,	Habsburg,	-1, -1,  1,	3, Kaiser, Kaiser
Wilhelm II,		Wilhelm II,		0, 3, 3, German Empire,		German,		 1, -1,  1,	3, Kaiser, Kaiser
Vittorio Emmanuele III,	Vittorio Emmanuele III,	1, 4, 0, Italy,			Italian,	 0,  0,  1,	3, King, King
Raimond Poincar,	Raimond Poincar,	0, 5, 1, Republique Francaise,	French,		-1,  0,  1,	4, President, President
George V,		George V,		1, 6, 1, British Empire,	British,	 0,  1, -1,	4, King, King
Mohammad V,		Mohammad V,		0, 7, 2, Ottoman Empire,	Ottoman,	-1, -1,  0,	3, Sultan, Sultan

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,
Weapons,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Ammunition,
Silver,
Spice,
Gems,
Gold,
Oil,
Wheat,


@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













