;
;   CIVILIZATION GAME DATA 8/6/98
;   Copyright (c) 1999 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.
;   All values entered in rules.txt are bounded by +/-127. 
;   However, this does not mean that all numbers within this 
;   range will work properly, for example, unit costs must 
;   not exceed 17.
;
@COSMIC
2       ; 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
16      ; Sewer System needed to exceed this size
100     ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this (max 8)
3       ; Communism pays support for all units past this (max 8)
8       ; Fundamentalism pays support for all units past this (max 8)
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%)
1	; Value of each citizen to the Civilization Score.
20	; Value of each wonder to the Civilization Score.
1	; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success) 
-10	; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile. 
1	; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
0	; Value to the Civilization Score of each future tech researched.
0	; Penalty assessed to Civilization Score each time player betrays another race.
0	; Cost to Civilization Score (+ or -) for each unit destroyed.
11111111	; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0    ; Helicopters pick up huts 0=no 1=yes

;
;   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
Artillery,          0,-2,  Tac, Bro, 3, 4    ; AFl===
Renaissance,        0, 1,  nil, nil, 0, 3    ; Alp===
Divine Right,       0,-2,  Mys, Hor, 3, 0    ; Amp===
Heliocentrism,      0, 1,  Uni, nil, 1, 3    ; Ast===
Musketry,           0,-1,  War, Bro, 2, 3    ; Ato===
unused,             0, 0,  no,  no,  0, 0    ; Aut
Banking,            0, 1,  nil, Alp, 1, 1    ; Ban===
Engineering,        0, 0,  Phy, Cst, 0, 4    ; Bri===
Gunpowder,          0,-1,  nil, nil, 0, 4    ; Bro===
Catholicism,        0, 0,  nil, nil, 0, 2    ; Cer===
Chemistry,          0, 0,  no,  no,  0, 0    ; Che? 10
Prussian Militarism,0, 0,  Gen, U2,  0, 0    ; Chi===Prus only
Infantry Tactics,   0, 0,  Ato, Tac, 0, 0    ; CoL===
Scientific Rev.,    0,-1,  Phy, Lit, 3, 0    ; CA===
Siege Tactics,      0,-1,  AFl, Mas, 2, 4    ; Cmb===
unused,             0, 0,  no,  no,  0, 0    ; Cmn
Capitalism,         0, 1,  Fli, Ban, 3, 4    ; Cmp===
Baroque,            0,-1,  Cur, Cst, 2, 0    ; Csc===
Construction,       0, 0,  nil, nil, 0, 0    ; Cst===
Reichsgelder,       0, 0,  Feu, U2,  2, 1    ; Cor===Emp only
Colonialism,        0, 1,  Nav, Bro, 0, 1    ; Cur===20
unused,             0, 0,  no,  no,  0, 0    ; Dem
Economics,          0, 1,  CA,  Ban, 2, 1    ; Eco?
C. of Westminster,  0, 0,  U2,  Wri, 0, 0    ; E1===Prus & Brit only
unused,             0, 0,  no,  no,  0, 0    ; E2
unused,             0, 0,  no,  no,  0, 0    ; Eng
T. of Versailles,   0, 0,  U2,  Wri, 0, 0    ; Env===Aust, Fran, Russ & Swed only
Espionage,          0,-1,  War, Wri, 3, 0    ; Esp===
unused,             0, 0,  no,  no,  0, 0    ; Exp
Aristocracy,        0,-1,  nil, nil, 0, 0    ; Feu===
Tarifs,             0, 0,  Tra, Mon, 0, 0    ; Fli 30
unused,             0, 0,  no,  no,  0, 0    ; Fun
unused,             0, 0,  no,  no,  0, 0    ; FP
Junkerism,          0, 2,  Feu, U2,  3, 3    ; Gen===Prus only
unused,             0, 0,  no,  no,  0, 0    ; Gue
unused,             0, 0,  no,  no,  0, 0    ; Gun
Cavalry,            0,-1,  Feu, War, 0, 0    ; Hor===
unused,             0, 0,  no,  no,  0, 0    ; Ind?
unused,             0, 0,  no,  no,  0, 0    ; Inv
unused,             0,-1,  no,  no,  0, 4    ; Iro
unused,             0, 0,  no,  no,  0, 0    ; Lab 40
unused,             0, 0,  no,  no,  0, 0    ; Las
unused,             0, 0,  no,  no,  0, 0    ; Ldr
Enlightenment,      0, 2,  MT,  Uni, 0, 3    ; Lit===
unused,             0, 0,  no,  no,  0, 0    ; Too
Shipbuilding,       0, 0,  Nav, Cst, 0, 0    ; Mag===
Cartography,        0, 0,  War, Nav, 0, 0    ; Map===
Fortification,      0, 1,  Cst, War, 0, 4    ; Mas===
unused,             0, 0,  no,  no,  0, 0    ; MP
unused,             0, 0,  no,  no,  0, 0    ; Mat
unused,             0, 0,  no,  no,  0, 0    ; Med 50
unused,             0, 0,  no,  no,  0, 0    ; Met
unused,             0, 0,  no,  no,  0, 0    ; Min
unused,             0, 0,  no,  no,  0, 0    ; Mob
Absolutism,         0, 0,  Amp, War, 0, 0    ; Mon===
Reformation,        0, 1,  The, Feu, 1, 2    ; MT===
Counter-Reformation,0, 0,  Cer, MT,  0, 2    ; Mys===
Navigation,         0, 0,  Ast, nil, 0, 0    ; Nav===
unused,             0, 0,  no,  no,  0, 0    ; NF
unused,             0, 0,  no,  no,  0, 0    ; NP
unused,             0, 0,  no,  no,  0, 0    ; Phi=60
Physics,            0,-1,  Lit, Ast, 1, 3    ; Phy===
unused,             0, 0,  no,  no,  0, 0    ; Pla
unused,             0, 0,  no,  no,  0, 0    ; Plu
unused,             0, 0,  no,  no,  0, 2    ; PT
Magazines,          0, 0,  no,  no,  0, 0    ; Pot?
unused,             0, 0,  no,  no,  0, 0    ; Rad
unused,             0, 0,  no,  no,  0, 0    ; RR
unused,             0, 0,  no,  no,  0, 0    ; Rec
unused,             0, 0,  no,  no,  0, 0    ; Ref
unused,             0, 0,  no,  no,  0, 0    ; Rfg 70
unused,             0, 0,  no,  no,  0, 0    ; Rep
Peace 3,            6, 1,  U2,  nil, 0, 0    ; Rob
Peace 2,            7, 2,  U2,  nil, 0, 0    ; Roc
das Ende,           0, 0,  U2,  no,  0, 0    ; San
unused,             0, 0,  U2,  no,  0, 0    ; Sea
Peace 1,            8, 2,  U2,  nil, 0, 0    ; SFl
Death of Elisabeth, 0, 0,  U2,  no,  0, 0    ; Sth
Steam Engine,       0,-1,  Cmp, Bri, 2, 3    ; SE?
unused,             0, 0,  no,  no,  0, 0    ; Stl
T. of St Petersburg,0, 0,  U2,  nil, 0, 0    ; Sup 80
Tactics,            0,-1,  Map, War, 2, 0    ; Tac===
Protestantism,      0, 0,  Cer, Alp, 0, 0    ; The===
T. of Paris,        0, 0,  U2,  nil, 0, 0    ; ToG
Mercantilism,       0, 2,  Cur, Ban, 0, 1    ; Tra===
University,         0, 0,  Alp, nil, 0, 0    ; Uni===
Military Code,      0,-1,  Feu, Bro, 0, 0    ; War===
T. of Hubertusburg, 0, 0,  U2,  nil, 0, 4    ; Whe
Diplomacy,          0, 2,  Amp, Lit, 0, 3    ; Wri===
Future Technology,  1, 0,  Cmp, CA,  3, 3    ; ...
Once Removed,       0, 0,  U2,  no,  0, 0    ; U1 90
Twice Removed,      0, 0,  no,  no,  0, 0    ; U2
Colbert's Neglect,  0, 0,  U2,  no,  0, 0    ; U3=
Magyar Revolt,      0, 0,  U2,  no,  0, 0    ; X1=
Pitt's Defeat,      0, 0,  U2,  no,  0, 0    ; X2=
Mme. de Pompadour,  0, 0,  U2,  no,  0, 0    ; X3=
Schonbrunn Looted,  0, 0,  U2,  no,  0, 0    ; X4=
C. of Klosterzeven, 0, 0,  U2,  no,  0, 0    ; X5=
No Subsidy,         0, 0,  U2,  no,  0, 0    ; X6
British Subsidy,    0, 0,  E1,  U2,  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,
Palace,                    8, 0,    Csc,
Barracks,                  4, 1,    no,
Magazine,                  3, 1,    Bro,
Parish,                    2, 1,    Cer,
MarketPlace,               4, 1,    Tra,
Library,                   4, 1,    Alp,
Courthouse,                4, 1,    Lit,
City Walls,                1, 2,    Mas,
Aqueduct,                  4, 2,    Cst,
Bank,                      8, 3,    Ban,
Cathedral,                 8, 3,    Mys,
University,                8, 3,    Uni,
Mass Transit,             16, 4,    no,
Opera House,               6, 4,    Csc,
Armoury,                  10, 4,    Mon,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    no,
Sewer System,             12, 2,    no,
Supermarket,               8, 3,    no,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    no,
Solar Plant,              32, 4,    no,
Harbor,                   3,  1,    Nav,
Offshore Platform,        16, 3,    no,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Port Facility,            8,  3,    no,
Transporter,              0,  0,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Hofburg,                  20, 0,    Mon,;Vienna
Sans Souci,               40, 0,    Lit,;Berlin
Silesian Guilds,          40, 0,    Tra,;Breslau
Unused,                   20, 0,    no,
Unused,                   30, 0,    no,
Notre Dame Cathedral,     40, 0,    Cer,;Rheims
Vauban's System,          60, 0,    Mas,;Lille
Unused,    		  30, 0,    no,
Pragmatic Sanction,       30, 0,    Wri,;Budapest
Unused,     		  20, 0,    no,
Unused,    		  40, 0,    no,
Copernicus' Observatory,  30, 0,    Ast,;Krakow
Unused,       		  40, 0,    no,
Der Altstadt,             30, 0,    Csc,;Dresden
Unused,       		  40, 0,    no,
Schonbrunn Palace,        40, 0,    Amp,;Vienna
Voltaire's Salon,         40, 0,    Lit,;Dijon
Hanoverian Succession,    40, 0,    The,;Berlin
Unused,          	  40, 0,    no,
Unused,        		  40, 0,    no,
Prague Castle,            30, 0,    Feu,;Prague
Unused,         	  60, 0,    no,
Unused,               	  60, 0,    no,
Unused,        		  60, 0,    no,
Unused,           	  60, 0,    no,
Unused,           	  60, 0,    no,
Unused,             	  60, 0,    no,
Schloss Nymphenburg,      40, 0,    Mys,;Munich

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Hofburg/Pyramids
nil,        ; Sans Souci/Hanging Gardens
nil,        ; Silesian Guilds/Colossus
nil,        ; Lighthouse
nil,        ; Great Library
X3,         ; Notre Dame/Oracle
U3,         ; Vauban's System/Great Wall
nil,        ; Sun Tzu's War Academy
X1,         ; Pragmatic Sanction/Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus/Copernicus
nil,        ; Magellan
nil,        ; Altstadt/Shakespeare
nil,        ; Da Vinci's Workshop
X4,         ; Schonbrunn/Bach
nil,        ; Voltaire/Newton
X6,         ; Hannoverian Succ/Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Prague Castle/Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Sch. Nymphenburg/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
Engineers,     		nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, U1,  000000000000000;
blank,    		nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000;
Frederick II,     	nil, 0,  4.,0, 12a,9d,  5h,1f,  1,0,  3, U1,  000000001000000;
Von Schwerin,      	nil, 0,  4.,0, 10a,8d,  4h,1f,  1,0,  3, U1,  000000001000000;
Prince Henry,      	nil, 0,  4.,0, 10a,8d,  4h,1f,  1,0,  3, U1,  000000001000000;
Seydlitz,       	nil, 0,  5.,0, 10a,8d,  4h,1f,  1,0,  3, U1,  000000001000000;
General (Pr),      	nil, 0,  4.,0,  8a,6d,  4h,1f,  1,0,  3, U1,  000000001000000;
General (Br),   	nil, 0,  4.,0,  8a,6d,  4h,1f,  1,0,  3, U1,  000000000000000;
Blank,     		nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000;9
Blank,    		nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010;
Prince Ferdinand,	nil, 0,  4.,0, 10a,8d,  4h,1f,  1,0,  3, U1,  000000001000000;
General (Ba),     	nil, 0,  4.,0,  8a,6d,  4h,1f,  1,0,  3, U1,  000000001000000;
Marshal (Fr),      	nil, 0,  4.,0, 10a,8d,  4h,1f,  1,0,  3, U1,  000000001000000;
Blank, 			nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000;
General (Fr),   	nil, 0,  4.,0,  8a,6d,  4h,1f,  1,0,  3, U1,  000000001000000;
Feld-Marshal (Au),      nil, 0,  4.,0, 10a,8d,  4h,1f,  1,0,  3, U1,  000000001000000;
General (Au),      	nil, 0,  4.,0,  8a,6d,  4h,1f,  1,0,  3, U1,  000000001000000;
General (Sw),     	nil, 0,  4.,0,  8a,6d,  4h,1f,  1,0,  3, U1,  000000001000000;18
Marshal (Ru),    	nil, 0,  4.,0, 10a,8d,  4h,1f,  1,0,  3, U1,  000000001000000;
General (Ru),      	nil, 0,  4.,0,  8a,6d,  4h,1f,  1,0,  3, U1,  000000001000000;
Horse Art. (Pr),     	nil, 0,  4.,0,  5a,2d,  2h,2f, 10,0,  3, AFl, 000000001000000;
Artillery (Pr),      	nil, 0,  3.,0,  8a,2d,  2h,2f,  9,0,  0, AFl, 000000001000000;
Howitzer (Pr),        	nil, 0,  3.,0,  8a,1d,  2h,3f, 10,0,  0, AFl, 000000001000000;
Siege Battery,		nil, 0,  2.,0, 12a,2d,  2h,4f, 12,0,  2, Tac, 001000001010000;
Artillery (Ha),     	nil, 0,  3.,0,  7a,2d,  2h,2f,  7,0,  0, AFl, 000000001000000;
Horse Art. (Fr),       	nil, 0,  4.,0,  5a,2d,  2h,2f,  8,0,  4, AFl, 000000001000000;
Artillery (Fr),    	nil, 0,  3.,0,  7a,2d,  2h,2f,  7,0,  0, AFl, 000000001000000;27
Artillery (Au),      	nil, 0,  3.,0,  8a,2d,  2h,2f,  7,0,  0, AFl, 000000001000000;
Artillery (Ba),       	War, 0,  3.,0,  8a,2d,  2h,2f,  7,0,  0, AFl, 000000001000000;
Artillery (Ru),   	nil, 0,  3.,0,  7a,2d,  2h,2f,  7,0,  0, AFl, 000000001000000;
Artillery (Sw),   	nil, 0,  3.,0,  7a,2d,  2h,2f,  7,0,  0, AFl, 000000001000000;
Fortress,     		nil, 1,  0.,2, 0a,12d,  6h,1f, 16,0,  5,  U1, 000000000000001;32
Kurassier (Pr),         nil, 0,  4.,0,  6a,2d,  4h,1f, 10,0,  0, Hor, 000000000000000;
Hussar (Pr),      	nil, 0,  6.,0,  4a,3d,  3h,1f,  8,0,  3, Hor, 000000000000000;
Grenadier (Pr),      	nil, 0,  3.,0,  5a,4d,  3h,1f,  8,0,  0, CoL, 000000001000000;
Musketeer (Pr),      	nil, 0,  3.,0,  4a,4d,  2h,1f,  6,0,  1, Ato, 000000001000000;36
Jaeger (Pr),     	nil, 0,  2.,0,  4a,3d,  2h,1f,  7,0,  0, CoL, 000001001000010;
Horse Gren. (Ha),    	nil, 0,  4.,0,  6a,2d,  3h,1f,  8,0,  0, Hor, 000000000000000;
Hussar (Ha),      	nil, 0,  6.,0,  4a,3d,  3h,1f,  6,0,  3, Hor, 000000000000000;
Garrison (Ha),		nil, 0,  0.,0,  0a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;
Jaeger (Ha),   		nil, 0,  2.,0,  4a,3d,  2h,1f,  5,0,  0, CoL, 000001001000010;
Cuirassier (Fr),    	nil, 0,  4.,0,  6a,2d,  3h,1f,  8,0,  0, Hor, 000000000000000;
Hussar (Fr),      	nil, 0,  6.,0,  4a,3d,  3h,1f,  6,0,  3, Hor, 000000000000000;
Grenadier (Fr),    	nil, 0,  3.,0,  5a,4d,  3h,1f,  6,0,  0, CoL, 000000001000000;
Fusilier (Fr),  	nil, 0,  3.,0,  4a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;45
Blank,        		nil, 0,  2.,0,  2a,2d,  2h,1f,  5,0,  0, no,  000000000000000;
Kurassier (Au),     	nil, 0,  4.,0,  6a,2d,  3h,1f,  8,0,  0, Hor, 000000000000000;
Spy,          		nil, 0,  3.,0,  0a,2d,  1h,1f,  8,0,  6, Esp, 000000000000011;
Hussar (Au),       	nil, 0,  6.,0,  4a,3d,  3h,1f,  6,0,  3, Hor, 000000000000000;
Convoy,       		nil, 0,  3.,0,  0a,1d,  1h,1f,  7,0,  7, Tra, 000000000000010;
Grenadier (Au),     	nil, 0,  3.,0,  5a,4d,  3h,1f,  6,0,  0, CoL, 000000001000000;
Fusilier (Au),   	nil, 0,  3.,0,  4a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;
Hungarian (Au),   	War, 0,  3.,0,  4a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;
Pandour (Au),    	nil, 0,  2.,0,  4a,3d,  2h,1f,  5,0,  4, CoL, 000001001000010;54
Cuirassier (Ru),   	nil, 0,  4.,0,  6a,2d,  3h,1f,  8,0,  0, Hor, 000000000000000;
Hussar (Ru),   		nil, 0,  6.,0,  4a,3d,  3h,1f,  6,0,  3, Hor, 000000000000000;
Cossack (Ru),   	nil, 0,  7.,0,  4a,2d,  2h,1f,  4,0,  2, Hor, 000000000000010;
Grenadier (Ru),   	nil, 0,  3.,0,  5a,4d,  3h,1f,  6,0,  0, CoL, 000000001000000;
Musketeer (Ru),   	nil, 0,  3.,0,  4a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;
Dragoon (Sw),   	nil, 0,  4.,0,  6a,2d,  3h,1f,  8,0,  0, Hor, 000000000000000;
Hussar (Sw),   		nil, 0,  6.,0,  4a,3d,  3h,1f,  6,0,  3, Hor, 000000000000000;
Grenadier (Sw),   	nil, 0,  3.,0,  5a,4d,  3h,1f,  6,0,  0, CoL, 000000001000000;
Musketeer (Sw),   	nil, 0,  3.,0,  4a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;63
Dragoon (Ba),   	War, 0,  5.,0,  6a,2d,  3h,1f,  8,0,  0, Hor, 000000000000000;
Fusilier (Ba),   	War, 0,  3.,0,  4a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;65
Dragoon (Sa),   	War, 0,  5.,0,  6a,2d,  3h,1f,  8,0,  3, Hor, 000000000000000;
Musketeer (Sa),   	War, 0,  3.,0,  4a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;
Dragoon (H-K),   	War, 0,  5.,0,  6a,2d,  3h,1f,  8,0,  0, Hor, 000000000000000;
Musketeer (H-K),   	War, 0,  3.,0,  4a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;
Lt. Dragoon (Br),   	War, 0,  6.,0,  4a,3d,  3h,1f,  6,0,  3, Hor, 000000000000000;70
Grenadier (Br),   	War, 0,  3.,0,  5a,4d,  3h,1f,  6,0,  0, CoL, 000000001000000;
Fortress*,     		nil, 1,  0.,2,  0a,8d,  6h,1f, 16,0,  5, U1,  000000000000001;72
General (Sa),     	nil, 0,  4.,0,  8a,6d,  4h,1f,  1,0,  3, U1,  000000001000000;
Artillery (Sa),       	War, 0,  3.,0,  7a,2d,  2h,2f,  7,0,  0, AFl, 000000001000000;
Musketeer (HRE),   	nil, 0,  0.,0,  0a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;
Artillery (H-K),       	War, 0,  3.,0,  7a,2d,  2h,2f,  7,0,  0, AFl, 000000001000000;
Musketeer (Ha),		nil, 0,  3.,0,  4a,4d,  2h,1f,  4,0,  1, Ato, 000000001000000;
Diplomat,   		nil, 0,  0.,0,  0a,0d,  1h,1f,  4,0,  1, U1,  000000000000000;
not used y,   		nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
not used z,   		nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000;80

;
; 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,  no, ; Drt
Highlands,  1,2,  1,1,0,   yes, 1,10, 2,   no,  0,15,  0,  Grs,  no, ; Pln
Lowlands,   1,2,  1,1,0,   yes, 1,10, 2,   no,  0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 0,  0,  Grs,  no, ; For
Hills,      3,4,  1,0,0,   no,  1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  6,6,  0,1,0,   no,  0, 0, 0,   yes, 1,10,  6,  Hil, yes, ; Mou
Valley,     2,1,  2,0,1,   yes, 1, 5, 2,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Marsh,      6,1,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   no,  0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Horses,     1,2,  1,2,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Mill,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Cattle,     1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
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,
Wool,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Wine,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN1
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    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,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
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,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN2
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    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,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
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,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN3
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    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,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
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,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

; Secondary Map Characteristics
; (modify at your own risk)
;
; 0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3
;
; 0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std
; 1=avg blob size (types 3 and 5 only)
; 2=avg # of blobs (types 3 and 5 only)
; 3=avg bridge length: 0-no bridges (types 3 and 5 only)
; 4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only)
; 5=# blue rooms
; 6=# ice rooms
; 7=# fire chambers
; 8=# storms
; DMF=desired length, minimum length, frequency
; specific effects depend on map type
; for SF game:
; DMF1=Mts, Hil, No
; DMF2=For, Mts, Hil
; DMF3=Hil, No, No

@SECONDARY_MAPS
;6, 0,0, 0,0, 0,0,0,0,    0,0,0,  0,0,0,   0,0,0,
;6, 0,0, 0,0, 0,0,0,0,    0,0,0,  0,0,0,   0,0,0,
;6, 0,0, 0,0, 0,0,0,0,    0,0,0,  0,0,0,   0,0,0,


@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      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
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Sophia,              0, 3, 2, Prussians,   Prussian,   -1, -1, -1,     
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     
Louis XV,     E. Roosevelt,        0, 5, 3, French,      French,     -1, -1,  1,     
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     
Adolf Frederik,Indira Gandhi,      0, 7, 1, Swedes,      Swedish,    -1, -1,  1,     
Paul,         Elisabeth,           1, 1, 1, Russians,    Russian,    -1, -1,  1,     2, Tsar, Tsarina, 
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Napoleon,     Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     
George II,    Elizabeth I,         0, 6, 1, British,     British,    -1, -1,  1,     
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     
Francis I,    Amaterasu,           0, 2, 1, Imperials,   Imperial,   -1, -1,  1,     2, Elector, Electress
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     
Philip II,    Maria Theresa,       1, 4, 0, Austrians,   Austrian,   -1, -1,  1,     2, Emperor, Empress
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,    

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
Supplies,
Wool,
Porcelain,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@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
Build Transporter,  j
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged


@CIVILIZE2
0		; AFl
0		; Alp
0		; Amp
0		; Ast
0		; Ato
0		; Aut
0		; Ban
0		; Bri
0		; Bro
0		; Cer
0		; Che
1		; Chi
0		; CoL
0		; CA
0		; Cmb
0		; Cmn
0		; Cmp
0		; Csc
0		; Cst
2		; Cor
0		; Cur
0		; Dem
0		; Eco
3		; E1
0		; E2
0		; Eng
4		; Env
0		; Esp
0		; Exp
0		; Feu
0		; Fli
0		; Fun
0		; FP
1		; Gen
0		; Gue
0		; Gun
0		; Hor
0		; Ind
0		; Inv
0		; Iro
0		; Lab
0		; Las
0		; Ldr
0		; Lit
0		; Too
0		; Mag
0		; Map
0		; Mas
0		; MP
0		; Mat
0		; Med
0		; Met
0		; Min
0		; Mob
0		; Mon
0		; MT
0		; Mys
0		; Nav
0		; NF
0		; NP
0		; Phi
0		; Phy
0		; Pla
0		; Plu  (Cst & Pot)
0		; PT
0		; Pot
0		; Rad
0		; RR
0		; Rec
0		; Ref
0		; Rfg
0		; Rep
0		; Rob
0		; Roc
0		; San
0		; Sea
0		; SFl
0		; Sth
0		; SE
0		; Stl
0		; Sup
0		; Tac
0		; The
0		; ToG
0		; Tra
0		; Uni
0		; War
0		; Whe
0		; Wri
0		; ...
0		; U1
0		; U2
0		; U3
0		; X1
0		; X2
0		; X3
0		; X4
0		; X5
0		; X6
0		; X7



@LEADERS2
00000000		;      
00000000		;
00202000		;Prussians,     
00000000		;   
02220000		;French   
00000000		;      
02220000		;Swedes     
02220000		;Russians,    
00000000		;     
00000000		;     
00000000		;      
00000000		;     
02202000		;British,     
00000000		;     
00000000		;       
02022000		;Imperials,    
00000000		;     
02220000		;Austrians,     
00000000		;   
00000000		; 
00000000		;     


; Advanced unit fields

; A) 'tribe may build' mask:		0 - can't; 1 - can
; B) 'not allowed on map' mask:		1 - not allowed on map
; C) minimum bribe amount:		n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask:	1: can; 0: can't for each site type
; E) 'use transport site' mask:		1: can; 0: can't for each site type
; F) native transport ability:		1: can; 0: can't for each map relationship type
; G) General flags
;	00000001	invisible until attack:				1 - invisible
;	00000010	non-disbandable (human players only):		1 - cannot disband
;   	00000100	0-range-air-unit damage override:		1 - override damage
;   	00001000	barbarian units can't be bought off:		1 - can't buy off
;	00010000	impassable terrain override:			1 - override impassable terrain
;   	01000000    	barbarian unit will not expire:         	1 - no expire
;	10000000   	override .SPR file for this unit:	    	1 - don't use .SPR

;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;01--
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;02**
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;03P
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;04P
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;05P
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;06P
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;07P
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;08B
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;09--
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;10--
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;11B
00000010, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;12E
00010000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;13F
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;14--
00010000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;15F
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;16A
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;17A
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;18S
00000010, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;19R
00000010, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;20R
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;21P
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;22P
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;23P
11111011, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;24**Siege
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;25B
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;26F
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;27F
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;28A
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;29E
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;30R
10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;31S
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11100010  ;32**Coalition Fortress
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;33P
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;34P
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;35P
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;36P
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;37P
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;38B
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;39B
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;40B
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;41B
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;42F
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;43F
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;44F
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;45F
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;46--
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;47A
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;48 **Spy
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;49A
11110111, 00000000,10, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;50 **Freight
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;51A
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;52A
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;53A
00010000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;54A
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;55R
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;56R
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;57R
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;58R
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;59R
10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;60S
10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;61S
10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;62S
10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;63S
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;64E		
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;65E
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;66E
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;67E
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;68P
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;69P
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;70B
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;71B
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11100010  ;72P Prussian Fortress*
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;73E
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;74E
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;75E
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;76P
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;77 
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;78 Diplomat
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;79
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;80


; 0-15 define legal transport possibilities
; art matched in threes 0/3/6/9/12/15; 1/4/7/10/13; 2/5/8/11/14

@MAP_TRANSPORT_RELATIONSHIPS
0,1  ; 0/1   
0,2  ; 1/2   
0,3  ; 2/3   
1,2  ; 3/1   
1,3  ; 4/2          
2,3  ; 5/3   
0,0  ; 6/1   
0,0  ; 7/2   
0,0  ; 8/3   
0,0  ; 9/1   
0,0  ; 10/2  
0,0  ; 11/3  
0,0  ; 12/1  
0,0  ; 13/2  
0,0  ; 14/3  
0,0  ; 15/1  


; map, primary unit type, secondary unit type

@INITIAL_SETTINGS
0,0,3	;Romans
0,0,3	;Babylonians
0,0,3	;Germans  
0,0,3	;Egyptians 
0,0,3	;Americans  
0,0,3	;Greeks     
0,0,3	;Indians  
0,0,3	;Russians    
0,0,3	;Zulus       
0,0,3	;French     
0,0,3	;Aztecs     
0,0,3	;Chinese   
0,0,3	;English    
0,0,3	;Mongols    
0,0,3	;Celts      
0,0,3	;Japanese    
0,0,3	;Vikings    
0,0,3	;Spanish     
0,0,3	;Persians   
0,0,3	;Carthaginians
0,0,3	;Sioux      

@SOUNDS
<none>  	; 1 Settlers
<none>  	; 2 Engineers
Frederick.wav  	; 3 
Marshal.wav  	; 4 
Marshal.wav  	; 5 
Marshal.wav  	; 6 
General.wav  	; 7 
General.wav  	; 8 
Fanatics.wav  	; 9 
Partisans.wav  	;10 
Marshal.wav  	; 11 
General.wav  	; 12 
Marshal.wav 	; 13 
<none>  	; 14 
General.wav 	; 15 
Marshal.wav  	; 16 
General.wav  	; 17 
General.wav  	; 18 
Marshal.wav	; 19 
General.wav  	;20 
Artillery(G).wav; 21
Artillery(G).wav; 22
Artillery(G).wav; 23
<none>  	; 24
Artillery(B).wav; 25
Artillery(F).wav; 26
Artillery(F).wav; 27
Artillery(G).wav; 28
Artillery(G).wav; 29
Artillery(R).wav;30 
Artillery(G).wav; 31
<none>  	; 32
Cavalry(G).wav  ; 33
Cavalry(G).wav  ; 34
Infantry(G).wav ; 35
Musket(G).wav  	; 36
Musket(G).wav  	; 37
Cavalry(B).wav  ; 38
Cavalry(B).wav  ; 39
Musket(B).wav  	;40 
Musket(B).wav 	; 41
Cavalry(F).wav	; 42
Cavalry(F).wav  ; 43
Infantry(F).wav ; 44
Musket(F).wav 	; 45
<none>  	; 46
Cavalry(G).wav  ; 47
Spysilencer.wav ; 48 Spy
Cavalry(G).wav 	; 49
<none>  	;50  Freight
Infantry(G).wav ; 51
Musket(G).wav 	; 52
Musket(G).wav  	; 53
Musket(G).wav  	; 54
Cavalry(R).wav  ; 55
Cavalry(R).wav  ; 56
Cavalry(R).wav  ; 57
Infantry(R).wav ; 58
Musket(R).wav 	; 59
Cavalry(G).wav 	;60 
Cavalry(G).wav  ; 61
Infantry(G).wav ; 62
Musket(G).wav  	; 63
Cavalry(G).wav  ; 64
Musket(G).wav  	; 65
Cavalry(G).wav  ; 66
Musket(G).wav  	; 67
Cavalry(G).wav  ; 68
Musket(G).wav  	; 69
Cavalry(B).wav  ;70 
Infantry(B).wav ; 71
<none>  	; 72
General.wav 	; 73
Artillery(G).wav; 74
Musket(G).wav	; 75
Artillery(G).wav; 76
Musket(B).wav  	; 77
<none>  	; 78
<none>  	; 79
<none>  	;80

@RIVERS
River,          ; map 1
River,          ; map 2
River,          ; map 3
River,          ; map 4

; please do not remove this line

