;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;   Amended for Bonaparte II scenario by John Ellis, 2001
;   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
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
60      ; # 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)
8       ; City size for first unhappiness at Chieftain level
12      ; Riot factor based on # cities (higher factor lessens the effect)
7       ; Aqueduct (Refuse collection) needed to exceed this size
14      ; Sewer System (Reservoir) needed to exceed this size
20      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
6       ; Fundamentalism pays support for all units past this
40      ; Communism is equivalent of this palace distance.
70      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
20      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
8       ; 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 Naval Design,1,-2, no, Env, 3, 0    ; AFl
Agriculture,        3, 1,  nil, nil, 0, 1    ; Alp
Agricultural Reform,4, 2,  CoL, Eco, 2, 1    ; Amp
Artillery,          4,-2,  Mat, Met, 3, 0    ; Ast
Austrian Military,  1,-1,  Pla, no,  1, 0    ; Ato  NO
Half of English Arch,1, 1, no,  no,  1, 4    ; Aut  NO  
Banking,            4, 1,  Tra, Eco, 3, 1    ; Ban
Bridge Building,    2, 0,  Mat, Cst, 1, 4    ; Bri
British Military,   1,-1,  Pla, no,  2, 0    ; Bro  NO
Christianity,       1, 0,  nil, nil, 1, 2    ; Cer
Chemistry,          1,-1,  Uni, nil, 3, 4    ; Che
Code of Civil Law,  4,-2,  nil, nil, 2, 3    ; Chi
Citizens' Rights,   4, 1,  Alp, Chi, 3, 2    ; CoL
Fall of H.R.E.,     0,-1,  Env, nil, 2, 0    ; CA
Fall of India,      0,-1,  Env, nil, 2, 0    ; Cmb 
French Empire,      1, 0,  Pla, no,  2, 0    ; Cmn  NO
Canals,             5, 1,  Eng, Cur, 1, 4    ; Cmp
Canal Network,      6,-1,  Cmp, Cst, 3, 4    ; Csc
Construction,       4, 0,  Mas, Cur, 1, 4    ; Cst
Cuirassiers,        1, 0,  Pla, no,  1, 0    ; Cor   NO 
Drainage,           4, 1,  nil, nil, 0, 4    ; Cur
Democracy,          1, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Tra, 1, 1    ; Eco
Enclosures,         4, 0,  Amp, ToG, 3, 1    ; E1
Half of English Arch,1, 1, no,  no,  0, 4    ; E2   NO   
Engineering,        4, 0,  Mat, Phy, 1, 4    ; Eng
Events,             1, 1,  nil, Pla, 0, 3    ; Env  
East India Company, 2,-1,  Tra, Lab, 3, 1    ; Esp  
French Shipwrights, 1, 0,  no,  no,  2, 4    ; Exp  NO  
French Military,    1,-1,  Pla, no,  3, 0    ; Feu  NO
Flying Artillery,   4,-1,  Ast, Mob, 3, 0    ; Fli
Popular Revolution, 1,-2,  Pla, no,  3, 2    ; Fun
Germanic Musketeers,1, 0,  Pla, no,  2, 0    ; FP   NO
Green Dragoons,     1, 2,  Pla, no,  1, 0    ; Gen
Guerrilla Warfare,  1, 1,  Pla, no,  0, 0    ; Gue  NO
Hussars (Red),      1,-2,  Pla, no,  1, 0    ; Gun  NO  
Hussars (Blue),     1,-1,  Pla, no,  1, 0    ; Hor  NO
European Architecture,1,0, no,  no,  1, 4    ; Ind  NO 
Industrialisation,  6, 0,  Min, ToG, 3, 4    ; Inv
Iron Smelting,      5,-1,  Met, Ref, 2, 4    ; Iro
Joint Stock Company,4,-1,  Eco, Ban, 3, 1    ; Lab
Jgers,             1, 0,  Roc, Tac, 2, 0    ; Las
Lanciers,           1,-1,  Pla, no,  1, 0    ; Ldr  NO   
Literacy,           5, 2,  nil, nil, 2, 3    ; Lit
Kurassiers,         1,-2,  Pla, no,  1, 0    ; Too
Landwehr,           1,-1,  Env, nil, 2, 0    ; Mag
Merchant Shipping,  3,-1,  Sea, Nav, 3, 3    ; Map
Masonry,            2, 1,  nil, nil, 1, 4    ; Mas
Major Power,        1, 0,  no,  no,  3, 0    ; MP   NO
Mathematics,        4,-1,  nil, nil, 1, 3    ; Mat
Spare,              4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         5,-2,  nil, Uni, 2, 4    ; Met
Mechanics,          6,-2,  SE,  Iro, 3, 4    ; Min
Mobility Doctrine,  5,-1,  nil, Tac, 2, 0    ; Mob
Monarchy,           1, 1,  no,  no,  0, 2    ; Mon
Theology,           1, 2,  Cer, Mys, 1, 2    ; MT
Catholicism,        1, 2,  Pla, no,  1, 2    ; Mys
Naval Design,       4,-1,  Sea, nil, 3, 3    ; Nav
Napoleon's Mystique,1,-2,  Env, nil, 3, 0    ; NF
Navires Franaises, 1, 0,  Exp, Nav, 3, 3    ; NP  French
Prussian Military,  1, 1,  Pla, no,  2, 0    ; Phi   NO
Physics,            3,-1,  nil, nil, 3, 4    ; Phy
Pedia Tech,         0, 1,  no,  no,  2, 3    ; Pla   NO
Fall of Paris,      1, 0,  Env, no,  3, 0    ; Plu  (Cst & Pot)
Polish Possessions, 1, 0,  Pla, no,  1, 0    ; PT   
Talleyrand's Defection,1, 1,Env,Pla, 3, 2    ; Pot
Village Building,   1,-1,  no,  no,  1, 4    ; Rad  NO 
NO Railroad,        1, 0,  no,  no,  2, 1    ; RR
Russian Military,   1, 1,  Pla, no,  2, 0    ; Rec  NO
Refining,           4, 0,  Che, Phy, 2, 4    ; Ref
Corn Exchanges,     5, 1,  Lab, E1,  3, 1    ; Rfg
Act of Settlement,  1, 1,  Pla, no,  2, 3    ; Rep  NO
Rifle Infantry,     2, 2,  Roc, Bro, 2, 0    ; Rob
Sharpshooting,      3, 2,  nil, nil, 2, 0    ; Roc
Sanitation,         4, 2,  Cur, Eng, 0, 4    ; San
Seafaring,          4, 1,  nil, nil, 3, 3    ; Sea
Western European,   1, 1,  Pla, no,  1, 2    ; SFl  NO
Spanish Military,   1,-2,  Pla, no,  2, 0    ; Sth  NO
Steam Engine,       4,-1,  nil, nil, 2, 4    ; SE
Steam Power,        4,-1,  SE,  Whe, 2, 4    ; Stl
Swedish Military,   1, 1,  Pla, no,  2, 0    ; Sup  NO
Tactics,            4,-1,  Mob, nil, 2, 0    ; Tac
Protestantism,      3, 2,  Pla, no,  2, 2    ; The
Iron Foundries,     7, 0,  Iro, Ref, 2, 4    ; ToG
Trade,              4, 2,  nil, nil, 1, 1    ; Tra
University,         5, 1,  Mat, Phi, 2, 3    ; Uni
Trades Unions,      4,-1,  Inv, CoL, 3, 2    ; War
Weaving,            5,-1,  nil, nil, 2, 4    ; Whe
Uhlans,             1, 2,  Pla, PT,  1, 0    ; Wri
New Industrial Techs,1, 0, War, Rfg, 3, 3    ; ...
Blue Dragoons,      1, 0,  Pla, no,  1, 0    ; U1   
Rational Humanism,  4,-2,  CoL, Fun, 2, 3    ; U2   NO
No Polish Possessions,3, 0, Pla, no, 0, 3    ; U3   NO
Un-Britishness,     3, 0,  Pla, no,  0, 3    ; X1   NO
Un-Frenchness,      3, 0,  Pla, no,  0, 3    ; X2   NO
Un-Austrianness,    3, 0,  Pla, no,  0, 3    ; X3   NO
Un-Prussianness,    3, 0,  Pla, no,  0, 3    ; X4   NO
Un-Russianness,     3, 0,  Pla, no,  0, 3    ; X5   NO
Un-Spanishness,     3, 0,  Pla, no,  0, 3    ; X6   NO
Un-Swedishness,     3, 0,  Pla, no,  0, 3    ; X7   NO

;
; 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,    no,
Barracks,                 4,  1,    no,
Grain Store,              6,  1,    nil,
Catholic Church,          6,  2,    Mys,
MarketPlace,              2,  0,    nil,
Library,                  8,  1,    Lit,
Courthouse,               8,  1,    nil,
Non-Combatants,           0,  0,    nil,
Civic Water Supply,       6,  3,    nil,
Bank,                     12, 3,    Ban,
Cathedral,                12, 4,    MT,
University,               16, 4,    Uni,
Mass Transit,             16, 4,    no,
Protestant Church,         6, 2,    The,
Iron Foundry,             12, 6,    ToG,
Factory,                  20, 8,    Inv,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Steam Pump,               16, 5,    SE,
Municipal Canal,          20, 0,    Cmp,
Nuclear Plant,            20, 6,    no,
Stock Exchange,           16, 4,    Lab,
Reservoir,                14, 2,    San,
Corn Exchange,             8, 3,    Rfg,
Toll Roads,                4, 1,    nil,
Research Lab,             16, 3,    no,
Fortified Port,            8, 2,    no,
Coastal Battery,           6, 0,    nil,
Steam Powered Loom,       10, 2,    Stl,
Fishing Boats,            6,  2,    Sea,
Port,                     18, 6,    Map,
Airport,                  16, 3,    no,
County Jail,              6,  3,    Rep,
Port Facility,            8,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Trade Fair),             60, 0,    Tra,
The Corn Laws,            20, 0,    Rfg,
Rodina,                   20, 0,    nil,
Imperial Indian Trade,    20, 5,    nil,
British Admiralty,        20,40,    nil,
Scientific Community,     30, 0,    U2,
Inquisicin Espaola,     30, 0,    nil,
Napoleonic Legend,        20, 0,    NF,
The Imperial Staff College,30, 0,    nil,
Proto-Industrialisation,  30, 0,    nil,
Hagia Sophia,             20, 0,    nil, 
Der Heiliges Rmisches Reich, 40, 0,nil,
The Royal Academy,        30,10,    nil,
Magellan's Expedition,    40, 0,    no,
The Brandenberg Arch,     30, 0,    nil,
Leonardo's Workshop,      40, 0,    no,
Trade Union Congress,     20, 0,    War,
L'Acadmie Franaise,     20, 5,    nil,
Libert-Egalit-Fraternit,20, 0,   Fun,
La Citt eternal,         20, 0,    nil,
Statue of Liberty,        40, 0,    no,
Ministry of Tallyrand,    20, 0,    nil,
War Patriotism,           30,10,    Rep,
Canal Network,            90,30,    Csc,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
Uppsala University,       20, 5,    nil,
Lgion d'Honneur,         20, 0,    Cmn,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
Cmb,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
U2,         ; Oracle
Plu,        ; Great Wall
Cmn,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
CA,         ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
NF,         ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
Pot,        ; Eiffel Tower
NF,         ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
Plu,        ; 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
Labourers,    nil, 0,  2.,0,  0a,1d,  2h,1f,  3,0,  5, nil, 000000000000000 ; 
Farmers,      nil, 0,  1.,0,  0a,1d,  2h,1f,  7,0,  5, Alp, 000000000000000 ; 
Musketeers,   X5,  0,  2.,0,  4a,4d,  4h,2f,  3,0,  1, Rec, 000000001000000 ; 
Grenadiers,   X5,  0,  2.,0,  6a,4d,  4h,2f,  5,0,  0, Rec, 000000001000000 ; 
Imperial Guard,X5, 0,  2.,0,  8a,5d,  5h,3f,  5,0,  1, Env, 000000001000000 ; 
Landwehr,     U3,  0,  2.,0,  4a,4d,  2h,3f,  2,0,  1, Mag, 000000001000000 ; 
Garde zu Fuss,X4,  0,  2.,0,  7a,5d,  5h,3f,  5,0,  1, Env, 000000001000000 ; 
Spy,          nil, 0,  2.,0,  0a,0d,  2h,1f, 12,0,  6, nil, 001001000000111 ;  
Invasion Barges,nil, 2, 1.,0, 0a,5d,  1h,1f,  2,2,  4, Feu, 000000000100000 ; 
Partisans,    X6,  0,  2.,0,  0a,3d,  4h,1f,  1,0,  0, Env, 000011000001011 ; 
Musketeers,   X3,  0,  2.,0,  4a,4d,  4h,2f,  3,0,  1, Ato, 000000001000000 ; 
Grenadiers,   X3,  0,  2.,0,  6a,4d,  4h,3f,  5,0,  0, Ato, 000000001000000 ; 
Rgt. Lger,  X2,  0,  2.,0,  6a,4d,  3h,3f,  4,0,  0, Feu, 000000001000110 ; 
Rgt. de Ligne,X2, 0,  2.,0,  6a,4d,  3h,3f,  3,0,  0, Feu, 000000001000100 ; 
Old Guard,    X1,  0,  2.,0,  8a,6d,  5h,4f,  5,0,  1, Env, 000000001000100 ; 
Hussars,      nil, 0,  4.,0,  6a,2d,  3h,4f, 11,0,  0, Gun, 000000000000011 ; 
Dragoons,     nil, 0,  3.,0,  6a,3d,  4h,2f,  7,0,  0, Gen, 100000000000010 ; 
Rifle Bttn.,  X1,  0,  2.,0,  5a,4d,  2h,2f,  5,0,  0, Rob, 100000001000110 ; 
Uhlans,       U3,  0,  4.,0,  7a,2d,  2h,5f,  8,0,  0, Wri, 000000000000011 ; 
Fortress,     nil, 1,  0.,0,  0a,16d,10h,1f, 12,0,  5, Pla, 000010000000000 ; 
Hussars,      nil, 0,  4.,0,  5a,2d,  2h,4f,  7,0,  0, Hor, 000000000000011 ; 
Dragoons,     X6,  0,  3.,0,  6a,2d,  3h,2f,  7,0,  0, nil, 100000000000010 ; 
Howitzer Bttry,nil,0,  1.,0, 14a,1d, 10h,1f, 12,0,  0, Ast, 000000001000000 ; 
Jger Bttn.,  SFl, 0,  2.,0,  4a,3d,  2h,2f,  2,0,  0, Las, 000000001000011 ; 
Foot Artillery,nil, 0, 1.,0, 10a,2d,  9h,1f,  8,0,  0, Ast, 000000001000000 ; 
Bonaparte,    nil, 0,  3.,0, 12a,6d,  5h,4f,  1,0,  0,  no, 000000001000011 ; 
Brig,          nil, 2, 14.,0, 10a,7d,  2h,2f,  5,0,  2, nil, 100000000001000 ; 
Dragons du Garde,X3,0, 3.,0,  7a,5d,  5h,3f,  7,0,  0, Env, 100000000000010 ; 
Carabineros Reales,X6, 0, 3.,0, 5a,3d, 4h,3f, 7,0,  0, Env, 000000000000000 ; 
Guard Regiment,X7, 0,  2.,0,  7a,5d,  5h,3f,  5,0,  1, Env, 000000000000000 ; 
K.G.L.,        X1, 0,  2.,0,  5a,4d,  4h,4f,  8,0,  1, Env, 000000001000000 ; 
Garde du Corps,X4, 0,  3.,0,  9a,4d,  5h,3f, 10,0,  0, Env, 000000000000000 ; 
Line Infantry, X1, 0,  2.,0,  5a,4d,  4h,3f,  7,0,  1, Bro, 000000001000000 ; 
Merchantman,  nil, 2,  10.,0,  0a,3d,  2h,1f,  6,1,  4, Nav, 000000000000000 ; 
Musketeer,     X6, 0,  2.,0,  4a,3d,  3h,2f,  2,0,  1, nil, 000000001000000 ; 
East Indiaman,nil, 2,  12.,0, 12a,10d, 4h,1f, 10,1,  4, Esp, 000000000001000 ; 
Frigate,      nil, 2,  14.,0, 16a,12d, 3h,2f,  8,0,  2, Nav, 100000000001001 ; 
Heavy Frigate,nil, 2,  14.,0, 20a,16d, 3h,3f,  9,0,  2, AFl, 100000000001001 ; 
Two Decker,   nil, 2,  12.,0, 28a,20d, 4h,3f, 12,0,  2, Nav, 100000000001000 ; 
Three Decker, nil, 2,  12.,0, 32a,24d, 4h,4f, 18,0,  2, Nav, 100000000001000 ; 
Musketeers,   nil, 0,  2.,0,  4a,4d,  4h,2f,  3,0,  1, FP,  000000001000000 ; 
Mamelukes,    MP,  0,  5.,0,  6a,2d,  4h,3f,  3,0,  0, nil, 000010000000000 ; 
Bomb Ketch,   nil, 2,  10.,0,  9a,4d,  3h,1f,  6,0,  0, Nav, 100000000000000 ; 
Rgt. de Ligne,X2, 0,  2.,0,  6a,4d,  3h,3f,  3,0,  1, Feu, 000000001000100 ; 
Jger-Fusiliers,nil, 0, 2.,0, 6a,4d,  3h,2f,  4,0,  0, Rec, 000000001000010 ; 
Jannisaries,  MP,  0,  2.,0,  3a,3d,  4h,2f,  1,0,  0, nil, 000000001000000 ; 
Dragoons,     nil, 0,  3.,0,  6a,3d,  4h,2f,  7,0,  0, U1,  100000000000010 ; 
Foot Guards,  X1,  0,  2.,0,  7a,6d,  5h,3f,  8,0,  1, Env, 000000001000000 ; 
Highlanders,  X1,  0,  2.,0,  5a,4d,  4h,4f,  8,0,  1, Env, 000000001000100 ; 
Merchants,    nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, Tra, 000000000000010 ; 
Grenadiers,   nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  0, FP,  000000001000000 ; 
Cossacks,     X5,  0,  5.,0,  5a,1d,  3h,3f,  4,0,  0, Rec, 000000000000011 ; 
Chasseurs  Chev, X2,0, 4.,0, 5a,2d,  2h,3f,  6,0,  0, Feu, 000000000000011 ; 
Lt. Dragoons, X1,  0,  4.,0,  5a,2d,  3h,3f, 10,0,  0, Bro, 100000000000011 ; 
Ch-Lger Lanciers,X2, 0, 4.,0, 7a,2d, 3h,4f,  7,0,  0, Ldr, 000000000000011 ; 
Dragoon Guards,X1, 0,  3.,0,  8a,3d,  4h,3f, 18,0,  0, Bro, 000000000000000 ; 
Cuirassiers,  nil, 0,  3.,0,  8a,3d,  4h,3f, 10,0,  0, Cor, 000000000000000 ; 
Kurasiers,    nil, 0,  3.,0,  8a,3d,  4h,3f, 10,0,  0, Too, 000000000000000 ; 
Life Guards,    X1, 0, 3.,0,  9a,4d,  4h,4f, 18,0,  0, Env, 000000000000000 ; 
Gren.  Cheval, X2, 0, 3.,0,  9a,4d,  4h,4f, 10,0,  0, Env, 000000000000000 ; 
Horse Artillery,nil, 0, 2.,0, 8a,3d,  8h,1f, 10,0,  0, Fli, 000000001000000 ; 
Chevalier Garde,X5, 0, 3.,0,  9a,4d,  4h,4f, 10,0,  0, Env, 000000000000000 ; 

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,0,0,   no,  1,40, 3,   no,  1, 5,  3,  Pln,   ; Drt
Scrub Grass,1,2,  1,0,0,   yes, 1,20, 1,   no,  0,15,  0,  Gla,   ; Pln
Grassland,  1,2,  1,1,0,   yes, 2,10, 2,   no,  0,10,  0,  Gla,   ; Grs
Forest,     4,3,  0,2,0,   Pln, 0,30, 2,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,3,  1,0,0,   yes, 2,20, 1,   yes, 4,30,  2,  Hil,   ; Hil
Mountains,  6,4,  0,0,0,   no,  1,50, 0,   yes, 6,60,  2,  Mou,   ; Mou
Northern Forest,4,2, 0,2,0, no, 0,40, 3,   no,  0, 0,  0,  Pln,   ; Tun
Farmland,   2,2,  4,0,2,   yes, 2,20, 1,   yes, 1,15,  3,  Tun,   ; Gla
Marshes,    2,1,  2,0,0,   yes, 1,20, 3,   no,  0,15,  0,  Grs,   ; Swa
Wooded Hills,3,3, 1,1,0,   Hil, 0,20, 2,   yes, 4,35,  0,  Hil,   ; Jun
Ocean,      1,6,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  Oce,   ; Oce
Oasis,      1,2,  3,1,0,
Horses,     1,2,  1,6,4,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  0,5,1,
Sheep,      2,4,  3,2,3,
Gold,       3,6,  0,6,9,
Bear,       4,2,  1,1,4,
Cattle,     2,2,  4,3,4,
Peat,       2,3,  1,4,0,
Copper Ore, 2,3,  0,4,4,
Fishing Grounds,1,2,  5,0,2,
Quicksand,  1,6,  0,0,0,
Horses,     1,2,  1,6,4,
Grassland,  1,2,  2,1,0,
Deer,       2,3,  3,1,4,
Wine,       2,4,  1,1,6,
Iron,       3,6,  0,4,0,
Reindeer,   4,2,  4,2,2,
Livestock,  2,2,  4,3,4,
Wild Fowl,  2,3,  3,0,3,
Timber,     2,3,  0,4,1,
Fishing Grounds,1,2,  5,0,2,




@GOVERNMENTS
Election time,   Candidate,         Ms.
Autocracy,      Emperor,     Empress
Monarchy,       King,        Queen
Empire,      Emperor,     Comrade
Military Dictatorship, Emperor, High Priestess
Constitutional Monarchy,       Prime Minister,      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
Metternich,   Louise,              0, 1, 3, Austrians,   Austrian,   -1, -1,  1,     1, Count, Empress, 2, Count, Empress, 3, Count, Empress
Alexander,    Catherine,           0, 2, 3, Russians,    Russian,     1,  1, -1,     1, Czar, Czarina, 2, Czar, Czarina
Napoleon,     Josephine,           0, 3, 3, French,      French,      1,  1, -1,     4, Citizen, Citizen, 6, Emperor, Empress
Ferdinand,    Isabella,            0, 4, 3, Spanish,     Spanish,    -1, -1,  1,     4, Inquisitor, Inquisitor
Charles,      Ingrid,              0, 5, 3, Swedes,      Swedish,     1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Pitt,         Victoria,            0, 6, 3, British,     British,     1, -1, -1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Queen
Frederick,    Margaret,            0, 7, 3, Prussians,   Prussian,   -1, -1,  1,     1, Crown Prince, Crown Princess 2, Crown Prince, Crown Princess
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians, Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,     -1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians, Plains Indian,  1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians, Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,     -1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians, Plains Indian,  1,  1,  1,     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
Manufactures,
Muskets,
Salted Fish,
Tallow,
Salt,
Coal,
Copper,
Dye,
Horses,
Furs,
Silver,
Sugar,
Iron,
Mutton,
Fruit,
State Secrets,


@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
Ensign
Captain
Colonel
General
Marshal
Emperor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













