;
;   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
4       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
0       ; # of food each citizen eats per turn
50      ; # 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
20      ; Riot factor based on # cities (higher factor lessens the effect)
4       ; Aqueduct needed to exceed this size
7       ; Sewer System needed to exceed this size
50      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
10      ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Great Patriotic War,0,-2,  no,  nil, 0, 4    ; AFl
Fighting Retreat,   0, 1,  no,  nil, 0, 4    ; Alp
Red Army,           0,-2,  no,  nil, 0, 3    ; Amp
Stavka,             0, 1,  Amp, nil, 0, 4    ; Ast
Rifle Divisions,    0,-1,  Amp, nil, 0, 0    ; Ato
Fall Blau I,        0,-1,  no,  nil, 3, 4    ; Aut
Motorized Divisions,0, 1,  Amp, nil, 0, 1    ; Ban
Red Airforce,       0, 0,  Amp, nil, 0, 2    ; Bri
Leibensraum,        0,-1,  no,  nil, 3, 4    ; Bro
Ceremonial Burial,  0, 0,  no,  nil, 0, 2    ; Cer
Agressive Warfare,  0,-1,  no,  nil, 3, 4    ; Che
Wermacht,           0,-2,  no,  nil, 3, 3    ; Chi
OKW,                0, 1,  Chi, nil, 3, 3    ; CoL
Heer,               0,-1,  Chi, nil, 3, 0    ; CA 
Luftwaffe,          0,-1,  Chi, nil, 3, 2    ; Cmb
Communism,          0, 0,  Cur, no,  0, 4    ; Cmn
Infantry Divisions, 0, 1,  CA,  nil, 3, 0    ; Cmp
Panzer Divisions,   0,-1,  CA,  nil, 3, 1    ; Csc
Construction,       0, 0,  no,  no,  0, 0    ; Cst
Geschwaders,        0, 0,  Cmb, nil, 3, 2    ; Cor
Total Mobalization, 0, 1,  nil, nil, 0, 0    ; Cur
Democracy,          5, 1,  no,  nil, 2, 2    ; Dem
Stalin's Order #227,4, 1,  Ast, nil, 0, 3    ; Eco
Hungarian Allies,   4, 0,  no,  nil, 2, 4    ; E1 
Fall Blau II,       4, 1,  no,  nil, 3, 4    ; E2 
Rumanian Allies,    4, 0,  no,  nil, 0, 4    ; Eng
Artillery Park,     3, 1,  Amp, nil, 0, 3    ; Env
Espionage,          2,-1,  no,  nil, 3, 0    ; Esp
Volga Crossing,         5, 0,  CA,  nil, 2, 4    ; Exp
Feudalism,          4,-1,  no,  nil, 0, 0    ; Feu
Flight,             4,-1,  no,  nil, 2, 4    ; Fli
Fascism,            3,-2,  no,  nil, 3, 4    ; Fun
Fusion Power,       3, 0,  no,  nil, 3, 3    ; FP 
Genetic Engineering,3, 2,  no,  nil, 3, 3    ; Gen
Home Defense,       4, 1,  Cmn, nil, 0, 3    ; Gue
Gunpowder,          8,-2,  no,  nil, 1, 0    ; Gun
Horseback Riding,   4,-1,  no,  nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  Ban, 2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Endless Ranks,      5,-1,  Ato, nil, 0, 3    ; Iro
Labor Union,        4,-1,  no,  nil, 3, 2    ; Lab
The Laser,          4, 0,  no,  nil, 3, 3    ; Las
Italian Allies,     5,-1,  no,  nil, 2, 4    ; Ldr
Literacy,           5, 2,  no,  nil, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  nil, 2, 4    ; Too
Magnetism,          4,-1,  no,  nil, 1, 3    ; Mag
Map Making,         6,-1,  no,  nil, 0, 1    ; Map
Masonry,            4, 1,  no,  nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  nil, 3, 4    ; MP 
Mathematics,        4,-1,  no,  nil, 0, 3    ; Mat
Medicine,           4, 0,  no,  nil, 1, 1    ; Med
Metallurgy,         6,-2,  no,  nil, 1, 0    ; Met
Miniaturization,    4, 1,  no,  nil, 3, 4    ; Min
Mobile Warfare,     8,-1,  no,  nil, 3, 0    ; Mob
Monarchy,           5, 1,  no,  nil, 0, 2    ; Mon
Monotheism,         5, 1,  no,  nil, 1, 2    ; MT 
Mysticism,          4, 0,  no,  nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  nil, 3, 3    ; NF 
Nuclear Power,      3, 0,  no,  nil, 3, 3    ; NP 
Operation Uranus,   6, 1, Ast,  nil, 0, 4    ; Phi
Physics,            4,-1,  no,  nil, 1, 3    ; Phy
Plastics,           4, 1,  no,  nil, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  nil, 0, 2    ; PT 
Pottery,            4, 1,  no,  nil, 0, 1    ; Pot
Radio,              5,-1,  no,  nil, 3, 4    ; Rad
Railroad,           6, 0,  no,  nil, 2, 1    ; RR 
Recycling,          2, 1,  no,  nil, 3, 2    ; Rec
Refining,           4, 0,  no,  nil, 2, 4    ; Ref
Refrigeration,      3, 1,  no,  nil, 3, 1    ; Rfg
The Republic,       5, 1,  no,  nil, 0, 2    ; Rep
Robotics,           5,-2,  no,  nil, 3, 0    ; Rob
Rocketry,           6,-2,  no,  nil, 3, 0    ; Roc
Sanitation,         4, 2,  no,  nil, 2, 1    ; San
Seafaring,          4, 1,  no,  nil, 0, 1    ; Sea
Space Flight,       4, 1,  no,  nil, 3, 3    ; SFl
Stealth,            3,-2,  no,  nil, 3, 0    ; Sth
Steam Engine,       4,-1,  no,  nil, 2, 3    ; SE 
Steel,              4,-1,  no,  nil, 2, 4    ; Stl
Superconductor,     4, 1,  no,  nil, 3, 3    ; Sup
Tactics,            6,-1,  no,  nil, 2, 0    ; Tac
Theology,           3, 2,  no,  nil, 1, 2    ; The
Theory of Gravity,  4, 0,  no,  nil, 1, 3    ; ToG
Trade,              4, 2,  no,  nil, 0, 1    ; Tra
University,         5, 1,  no,  nil, 1, 3    ; Uni
Warrior Code,       4,-1,  no,  nil, 0, 0    ; War
The Wheel,          4,-1,  no,  nil, 0, 4    ; Whe
Writing,            4, 2,  no,  nil, 0, 3    ; Wri
Urban Tactics,      1, 0,  Cur, nil, 3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Univermag tech,    3, 0,  no,  no,  0, 0    ; X6 
Mamayev Kurgan tech,    3, 0,  no,  no,  0, 0    ; X7 

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

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Commandpost,              10, 0,    no, 
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    no, 
Temple,                    4, 1,    no, 
MarketPlace,               8, 1,    no, 
Library,                   8, 1,    no, 
Courthouse,                8, 1,    CoL,
Prepared Defenses,         3, 0,    Cur,
Aqueduct,                  8, 2,    no, 
Bank,                     12, 3,    no, 
Cathedral,                12, 3,    no, 
University,               16, 3,    no, 
Mass Transit,             16, 4,    no, 
Politbureau,               1, 0,    Cmn,
Factory,                  20, 4,    no, 
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,                    6, 1,    no, 
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
NKVD Outpost,              1, 0,    Cmn,
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Decisive Victory),       60, 0,    Cur,
Volga's East Bank,        20, 0,    nil,
Mamayev Kurgan,           20, 0,    X7,
Railstation 1,            20, 0,    nil,
Railstation 2,            20, 0,    nil,
Gorokov Bridgehead,       30, 0,    nil,
Ludnikov Bridgehead,      30, 0,    nil,
Chuikov Bridgehead,       30, 0,    nil,
Fhrer's Orders,          30, 0,    nil,
Krazny Oktyabr Factory,   30, 0,    nil,
Rynok City,               20, 0,    nil,
Barrikady Factory,        40, 0,    nil,
Tractor Factory,          30, 0,    nil,
Kuporosnoye City,         40, 0,    nil,
Yelshanka City,           30, 0,    nil,
Operation Uranus,         40, 0,    nil,
Massed Artillery,         40, 0,    nil,
Univermag DepartmentStore,40, 0,    X6,
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Volga's East Bank
nil,        ; Mamayev Kurgan
nil,        ; Railstation 1
nil,        ; Railstation 2
nil,        ; Gorokov Bridgehead
nil,        ; Ludnikov Bridgehead
nil,        ; Chuikov Bridgehead
nil,        ; Frher's Orders
nil,        ; Krazny Oktyabr Factory
nil,        ; Rynok City
nil,        ; Barrikady Factory
nil,        ; Tractor Factory
nil,        ; Kuporosnoye City
nil,        ; Yelshanka City
nil,        ; Operation Uranus
nil,        ; Massed Artillery
nil,        ; Univermag DepartmentStore
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Hedgehog,     nil, 0,  0.,0,  0a,9d,  2h,2f,  10,0,  1, Fun, 010000000000000
Sturmpioneer, nil, 0,  1.,0,  0a,6d,  3h,2f, 20,0,  5, Exp, 010010000000000
Landser Kar'98,nil, 0,  2.,0,  6a,5d,  2h,2f, 15,0,  0, Cmp, 000000001000000
Landser Mp-40,nil, 0,  2.,0,  7a,6d,  2h,2f, 15,0,  0, Cmp, 000000001000000
Panzerfaust,  nil, 0,  2.,0, 10a,5d,  2h,2f, 15,0,  0, Cmp, 000000001000000
Aufklrer,    nil, 0,  4.,0,  7a,5d,  2h,2f, 15,0,  0, Cmp, 000000001000000
Offizier Mp-40,nil, 0,  2.,0,  9a,6d,  2h,2f, 15,0,  0, Cmp, 000000001000010
Red Guard,    nil, 0,  1.,0,  9a,6d,  3h,2f,  3,0,  0, Ato, 000000001000000
DShk M-38,    nil, 0,  1.,0,  9a,4d,  2h,2f,  2,0,  1, Ato, 000010000000000
Conscripts,   nil, 0,  1.,0,  6a,4d,  2h,2f,  2,0,  1, Ato, 000000001000010
NKVD Trooper, nil, 0,  1.,0,  9a,5d,  3h,2f,  5,0,  1, Ast, 010001001000000
Marine Troops,nil, 0,  1.,0,  7a,5d,  2h,2f,  5,0,  1, Ato, 010010001000000
MG-34,        nil, 0,  2.,0, 10a,5d,  2h,3f,  5,0,  1, Cmp, 010010000000000
MG-42,        nil, 0,  2.,0, 10a,5d,  2h,3f,  5,0,  1, Cmp, 010010000000000
SdKfz-251,    nil, 0,  2.,0, 10a,5d,  2h,2f,  5,0,  1, Csc, 000010000000000
PaK-38mm,     nil, 0,  3.,0, 10a,6d,  3h,2f,  7,0,  1, Cmp, 000010001000000
45mm M-42,    nil, 0,  1.,0, 10a,5d,  3h,2f,  6,0,  1, Ato, 010010000000000
Feldhaubitze, nil, 0,  2.,0, 12a,4d,  3h,2f,  4,0,  0, Cmp, 000000001000000
76.2mm ZIS-3, nil, 0,  1.,0, 12a,5d,  3h,2f,  5,0,  1, Ato, 010010000000000
88mm MP Gun,  nil, 0,  2.,0, 11a,7d,  3h,2f,  5,0,  1, Cor, 010010000010000
Fallshirmjger,nil, 0,  2.,0,  9a,7d,  2h,2f, 15,0,  0, Cmp, 000010001000010
Sturmtruppen, nil, 0,  2.,0,  9a,7d,  2h,3f, 15,0,  0, Cmp, 010010001000010
StuG III,     nil, 0,  1.,0, 12a,8d,  3h,3f,  2,0,  0, Csc, 000000000000000
105mm Wespe,  nil, 0,  1.,0, 14a,8d,  3h,3f,  2,0,  0, Csc, 000000001000000
PzKw-IV F2,   nil, 0,  1.,0, 13a,9d,  3h,2f,  2,0,  0, Csc, 000000000000000
T-28,         nil, 0,  2.,0, 11a,7d,  3h,3f,  2,0,  0, Ban, 000000000000000
Kv-2,         nil, 0,  2.,0, 12a,6d,  3h,3f,  2,0,  0, Ban, 000010000000000
Bf-109F,      nil, 1, 25.,2, 14a,7d,  3h,3f, 20,0,  3, Cor, 000000000010000
He-111 H6,    nil, 1, 30.,2, 17a,9d,  3h,3f, 20,0,  0, Cor, 000000000000001
Red Army,     nil, 0,  1.,0,  8a,4d,  2h,2f,  2,0,  1, Iro, 000010000000000
Yak-9D,       nil, 1, 17.,2, 14a,7d,  3h,3f,  8,0,  3, Bri, 000000000010001
Il-2 Sturmovik,nil, 1, 15.,2, 18a,7d,  3h,3f,  3,0,  0, Bri, 010000000000000
Hungarians,   nil, 0,  1.,0,  5a,4d,  2h,2f,  7,2,  1, E1,  000000000000000
Rumanians,    nil, 0,  1.,0,  5a,4d,  2h,2f,  7,3,  1, Eng, 000000000000000
Rodmistev Div,nil, 0,  3.,0,  9a,8d,  3h,2f,  3,4,  1, Ato, 010010001000000
Pavlov's House,nil, 0,  0.,0,  0a,15d, 3h,2f,  5,2,  1, Ato, 010010000000000
Strong Point, nil, 0,  0.,0,  1a,10d, 3h,2f,  5,0,  1, Ato, 010010000000000
Farmer,       nil, 0,  0.,0,  0a,1d,  2h,2f, 15,0,  1, Ast, 000000000000000
Inf. Transport,nil, 2,  4.,0,  0a,2d,  2h,2f, 30,5,  4, E2,  000000000100000
Chuikov,      nil, 0,  0.,0,  0a,60d, 2h,2f, 15,0,  1, Ast, 010010000000000
Italians,     nil, 0,  2.,0,  5a,4d,  2h,2f,  3,0,  1, Ldr, 010000000010000
T-34 Turret,  nil, 0,  0.,2,  1a,9d,  3h,2f,  1,5,  1, Ato, 000010000000000
Commandpost,  nil, 0,  0.,0,  0a,80d, 5h,5f,  1,0,  1, Ast, 010010000000000
Penal Btln.,  nil, 0,  2.,0, 10a,1d,  3h,2f,  5,2,  0, Ato, 000000000000000
Katyusha Rkts,nil, 1, 17.,1, 16a,9d,  3h,3f,  1,0,  0, Env, 001000000000001
Flamethrower, nil, 0,  1.,1, 11a,4d,  3h,3f,  1,0,  0, Ato, 000000000000010
Deserter,     nil, 0,  1.,0,  0a,2d,  2h,2f,  3,0,  1, Ato, 000000000000000
4x20mm AA,    nil, 0,  0.,0,  0a,8d,  2h,2f,  5,0,  1, Cor, 010000000000000
Paulus,       Aut, 0,  1.,0,  0a,10d, 2h,2f, 15,0,  1, CoL, 010010000000000
Opel Blitz,   nil, 0,  1.,0,  0a,2d,  1h,1f, 30,0,  7, CoL, 000000000000000
Ju-52 F,      nil, 2,  1.,25,  0a,1d,  1h,1f,  3,4,  4, Cor, 000000100100000
Kv-1,         nil, 0,  2.,0, 14a,10d, 3h,3f,  5,0,  0, Ban, 000000000000000
Hiwi,         nil, 0,  2.,0,  7a,3d,  2h,2f,  5,1,  0, Cmp, 000000000000000
Ju-87 Stuka,  nil, 1, 25.,2, 16a,6d,  2h,3f, 25,0,  0, Cor, 000000000000000
Col.Gen. Hoth,nil, 0,  4.,0, 13a,7d,  3h,3f, 25,0,  0, CoL, 000010000000000
Flammenwerfer,nil, 0,  2.,0, 14a,3d,  3h,3f,  4,0,  0, Cmp, 000000001000010
Scharfschutze,nil, 0,  2.,0, 14a,4d,  3h,3f,  4,0,  0, CoL, 000001000000010
85mm Flak,    nil, 0,  1.,0, 9a,6d,  3h,2f,  5,0,  3, Bri, 010000000010000
RedGuardSniper,nil, 0,  2.,0, 13a,2d,  3h,3f,  4,0,  0, Ato, 000001000000010
152mm shells, nil, 1, 15.,1, 13a,1d,  3h,2f,  1,0,  0, Env, 001000000000001
BA-10 ArmdCar,nil, 0,  1.,0,  6a,4d,  3h,2f,  4,0,  1, Ban, 000000000000000
Su 122,       nil, 0,  2.,0, 14a,6d,  3h,3f,  4,0,  0, Ban, 000000001000000

;
; 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
Industrial, 3,6,  0,9,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Steppe,     1,2,  0,1,0,   yes, 0, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  0,2,0,   no,  0, 1, 2,   For, 0,10,  0,  Hil,   ; Grs
Central,    2,3,  0,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Minefield,  3,0,  0,0,0,   no,  1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mamayev Kurgan,3,7,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Comercial,  1,4,  0,2,0,   no,  1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Forest,     2,3,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Suburbs,    2,3,  0,1,0,   no,  0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Rubble,     3,6,  0,0,0,   no,  0,15, 6,   no,  0,15,  0,  Pln,   ; Jun
Volga River,1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Foundry,    1,3,  0,6,0,
Small Farm, 1,3,  0,2,0,
Grassland,  1,2,  2,1,0,
Charred Houses,2,5,  0,2,0,
Heavy Casualties,3,0,  0,2,0,
University, 2,4,  0,0,0,
Gravel Yard,1,5,  0,1,0,
Bunker,     2,8,  0,1,0,
Neighborhood,2,4,  0,4,0,
Garage,     2,3,  0,0,0,
Transport Ship,1,2,  0,0,0,
Factory,    1,5,  0,10,0,
KollektivFlats,1,2,  0,1,0,
Grassland,  1,2,  2,1,0,
Apartments, 2,5,  0,2,0,
Heavy Casualties,3,0,  0,0,0,
Approaches,3,6,  0,4,0,
Schoolhouse,1,3,  0,0,0,
Bunker,     2,8,  0,4,0,
Houses,     2,5,  0,0,0,
Lumberyard, 2,3,  0,5,0,
Transport Ship,1,2,  0,2,0,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      General,     Marshal
Fascism,        Feldmarschall,girl
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,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Paulus,       Theresa,             0, 3, 0, 6th Army,    6th Army,    1,  1, -1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Chuikov,      Cathy,               1, 1, 3, 62nd Army,    62nd Army,   1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 0, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Zukov,               0, 7, 0, Stalingrad Front,   Stalingrad Front,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Ammunition,
Supplies,
Medical supplies,
Ammunition,
Supplies,
Medical Supplies,
Ammunition,
Rations,
Equipment,
Ammunition,
Medical Supplies,
Rations,
Spare Parts,
Equipment,
Supplies,
Spare Parts,

@ORDERS
Dig in,             F
Entrenched,         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
Shtze
Unteroffizier
Hauptmann
Oberst
Generaloberst
Feldmarschall

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













