;
;   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
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)
10      ; City size for first unhappiness at Chieftain level
40      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
40     ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
100     ; Fundamentalism loses this % of science
20      ; Percent shield penalty for production type change
50      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ; 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
Roman Leader for Cavalry, 0, 10,  Ato,  nil, 0, 4    ; AFl
Improvements,       1, 1,  nil, nil, 0, 3    ; Alp
Hire German Cavalry, 0, 10,  AFl, nil, 0, 1    ; Amp
Gaulish Spy Network,0, 10,  CoL,  nil, 0, 1    ; Ast
Extend Governorship for 4 years,0, 10,  CoL,  nil, 0, 3    ; Ato
Import Professional Smiths,0, 10,  Ato,  nil, 0, 0    ; Aut
Trumpet Military Victory in Gaul,0, 10,  Ato,  nil, 0, 0    ; Ban
Bridge Building,    9, 0,  nil, nil, 0, 4    ; Bri
Roman Technology,   0, 10,  Alp, nil, 0, 4    ; Bro
ignore,             0, 0,  no,  no,  0, 2    ; Cer
Stage Triumph in Rome (cost 500G),0, 10,  Ban, nil, 0, 1    ; Che
Chivalry-no,        4,-2,  no,  no,  1, 0    ; Chi
Caesar's Authority, 0, 10,  X1,  nil, 0, 2    ; CoL
Spy on Gaulish Tribes,0, 10,  Ast,  nil, 0, 1    ; Cmp 
Spy on Dissidents,  0, 10,  Ast,  nil, 0, 1    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Demand Backpay for Legions from Senate,0, 10,  Che, nil, 0, 0   ignore ; CA
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  no,  nil, 0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  no,  no,  0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco 23
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  no,  no,  0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  no,  no,  0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Established Pax,    0, 0,  X1,  nil, 0, 2    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
ignore,             0, 0,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map 47
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Gaulish Strategy,   0, 0,  no,  no, 1, 0    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep 72
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
ignore,             4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Germanic Strategy,  0, 0,  no,  no, 1, 0    ; War
ignore,             0, 0,  no,  no,  0, 4    ; Whe
ignore,             4, 2,  no,  no,  0, 3    ; Wri
No Further Action Can Be Taken,  1, 0,  Alp, nil, 3, 3    ; FT 90
Hire Engineers,    0, 10,  CoL, nil, 0, 1    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Epic Times,         3, 0,  no,  no,  0, 0    ; X1 
More German Cavalry,  0, 10,  Amp, nil, 0, 1   ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    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,
Council,                   1, 0,    no, 
Political Debt,            1,60,    X1, 
Grain Storage,             6, 0,    Alp,
Temple,                    4, 0,    Alp,
MarketPlace,               4, 1,    Alp,
Oral Tradition,            7, 0,    Bro,
Roman Court,               8, 1,    Bro,
City Walls,                0, 2,    Alp,
Aqueduct,                  3, 1,    Alp,
Official Tax Collector,    6, 1,    CoL,
Ampitheatre,               6, 2,    Bro,
University,               16, 3,    no, 
Mass Transit,             16, 4,    no, 
Colosseum,                 9, 1,    Bro,
Garrison Smithy,           6, 1,    CoL,
Professional Smiths,       8, 2,    Aut,
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, 
Merchant's Quarter,        8, 2,    Ato,
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,    Alp,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Roman City Patrols,        5, 0,    CoL,
Shipyard,                  8, 2,    CoL,
Transporter,0,0,no,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
War Contributions,        60, 0,    Bro,
Arvernian Countryside,    20, 0,    nil,
Enlarged Town Garrisons,  20,10,    CoL,
Colossus,                 20, 0,    no, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Roman Friends and Allies, 30, 0,    nil,
Roman War Ethic,          30, 0,    CoL, 
King Richard's Crusade,   30, 0,    no, 
Caesar's Good Reputation, 20, 0,    CoL,
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Political Debt,           30,60,    no, ; Eiffel Tower
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Gaulish Valor,            60, 0,    nil,
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,        ; Arvernian Countryside
nil,        ; Enlarged Town Garrisons
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
CoL,        ; Roman Friends and Allies
nil,        ; Roman War Ethic
Ind,        ; King Richard's Crusade
nil,        ; Caesar's Good Reputation
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Political Debt
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
CoL,        ; Gaulish Valor
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
Settlers,     no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Gaulish Chiefs,nil, 0,  0.,0, 0a,1d,  2h,4f, 10,0,  0, X1,  000001001000000
Seasoned Troops,nil, 0,  0.,0,  0a,3d,  4h,3f, 10,0,  0, X1,  000001001000000
Mercenaries,  nil, 0,  0.,0, 0a,4d,  5h,4f,  5,2,  0, War, 000000001000010
True Gaulish Army, nil, 0,  1.,0,  10a,4d,  6h,5f,  5,0,  0, X1,  000000001000010
Minor Tribe,  nil, 0,  0.,0,  0a,4d,  1h,1f,  5,0,  1, X1,  000000000000000
Musketeers-no,no,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
doesn't work, no,  0,  0.,0,  5a,5d,  4h,2f,  2,0,  6, no,  001000001000110
Gallic Cavalry,nil, 0,  0.,0,  0a,1d,  2h,4f,  5,0,  1, X1,  000000000000011
Cavalry,      nil, 0,  0.,0,  0a,2d,  2h,3f,  4,0,  3, Mys, 000000000000011
Bourges,      nil, 0,  0.,0,  0a,9d,  6h,1f,  1,0,  0, X1,  000000000000001
Levies,       nil, 0,  0.,0,  0a,1d,  4h,2f,  1,0,  3, Mys, 000001001000000
Warriors,     Alp, 0,  1.,0,  0a,3d,  5h,2f,  5,0,  0, nil, 000001001000000
Light Infantry,nil, 0,  0.,0,  0a,4d,  4h,2f,  4,0,  0, X1,  000000001000010
none,   no, 0,  3.,0,  7a,4d,  3h,2f,  6,0,  0, no,  000000000000011
Brigands,     nil, 0,  0.,0, 0a,2d,  1h,3f,  6,0,  0, X1,  000000001000011
Legion,       nil, 0,  2.,0, 10a,10d,  8h,6f, 40,0,  1, X1,  000000001000110
Orleans,      Chi, 0,  0.,0,  0a,10d,  5h,1f,  2,0,  0, X1,  000000000000001
Knights-NO,   no,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
H. Merc Cavalry,nil, 0,  0.,1,  0a,2d,  3h,3f,  4,0,  0, X1,  000000000000011
N. Merc Cavalry,nil, 0,  0.,2,  0a,2d,  2h,2f,  4,0,  0, X1,  000000000000011
Publius Crassus,nil, 0,  0.,0,  7a,3d,  3h,4f,  6,0,  0, X1,  000000000000011
Auxiliaries,  nil, 0,  0.,0,  0a,5d,  2h,2f,  6,0,  1, CoL, 000001000000010
Sens,         nil, 0,  0.,1,  0a,5d,  2h,1f,  1,0,  3, X1,  000000000000001
Village,      nil, 0,  0.,2,  0a,3d,  1h,1f, 12,0,  1, X1,  000000000000001
Garrison,     nil, 0,  0.,0,  0a,12d,  6h,2f,  1,0,  1, Hor, 000000000000001
Townspeople,  nil, 0,  0.,0,  1a,8d,  3h,2f,  4,0,  0, Mys, 000000000000001
Slaves,       nil, 0,  1.,0,  0a,1d,  2h,1f, 20,0,  1, X1,  000000000000000
Green Legion, nil, 0,  2.,0, 35a,5d,  4h,10f, 40,0,  1, X1,  001000001000110
Citizens,     nil, 0,  0.,0,  0a,0d,  3h,1f,  100,0,  1, X1,  000000000000000
Training Camp,     nil, 0,  0.,0,  0a,5d,  2h,1f, 1,0,  1, X1,  000000000000000
Trireme,      nil, 2,  4.,0,  2a,3d,  2h,1f,  5,0,  4, CoL, 000000000100000
Fort,         nil, 2,  1.,0,  0a,40d,  12h,2f,  1,0,  1, X1,  000000100000001
Free Tribe,   nil, 0,  0.,0,  0a,32d, 12h,1f,  4,4,  0, X1,  000000000000010
Villagers,    nil, 0,  0.,0,  0a,0d,  1h,1f, 10,0,  7, X1,  000000000000000
Town Slaves,    nil, 0,  1.,0,  0a,1d,  2h,1f, 10,0,  1, X1,  000000000000000
CAMO,         nil, 1,  0.,0, 0a,1d,  1h,1f,  6,0,  0, no,  000000000000000
none,         no,  1, 42.,1,  6a,6d,  3h,2f,  8,0,  3, no,  100000000000001
none,         no,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
none,         no,  2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Elite Cavalry,nil, 0,  0.,0,  7a,4d,  4h,4f,  4,0,  1, X1,  000000000000011
none,         no,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
none,         no,  2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
none,         nil, 0,  4.,0,  6a,2d,  4h,2f,  4,4,  0, no,  000000000000010
Vercingetorix,nil, 0,  1.,0, 14a,6d,  6h,6f,  1,0,  1, X1,  000000001000011
Interpreter,  nil, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, Ast, 000000000000010
Spy,          no,  0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Roman Trader, nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Bro, 000000000000010
Freight,      no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Explorer,     no,  0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Chariots,     Alp, 0,  0.,0,  8a,3d,  2h,5f,  8,0,  2, nil, 000000000000000
Cretan Light Infantry,nil, 0,  0.,0,  0a,3d,  4h,2f,  4,1, 0,  X1,  000000001000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  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
Trading Center,  1,2,  1,3,10,   no, 1, 5, 5,   no, 1, 5,  3,  Pln,no,   ; no
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
Moor,       1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,no,   ; Tun
Rolling Hills,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
Wooded Hills,2,5,  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,
Horses,     1,2,  1,2,2,
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,
Wild Boar,  2,2,  1,3,1,
Peat,       2,3,  1,4,0,
Poultry,    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,
Prime Lumber,2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Coal,       2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Temple,     2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Tribal Confederation, Chief,       Chief ; Despotism
Governorship,   Governor,    Governor ; Monarchy
Governorship,   Governor,    Governor ; Communism
Tribal Confederation, Chief, Chief ; fundamentalism
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
Julius Caesar,   Julius Caesar,   0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Governor, Governor, 2, Governor, Governor
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Ariovistus,  Ariovistus,       0, 3, 2, Germans,     Germanic,      1, -1,  1,   4,  Chief, Chief, 6, Chief, Chief
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
Ambiorix,    Ambiorix,   1, 6, 0, Remi,    Remi,    1,  1, -1,    6, Chief, Chief
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Dumnorix,    Dumnorix,    0, 2, 0, Aedui,       Aedui,        0,  1, -1,
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,
Diviciacus, Diviciacus,             0, 5, 0, Northern Confederation,     Northern Gallic,     1,  1,  1,     3, Druid, Druid
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Gaulish Council,    Gaulish Council,      1, 3, 0, Southern Confederation,     Southern Gallic,      0,  1, -1,     1, Glorious, Glorious
Pompey,    Pompey,       1, 4, 1, Roman Hispania,     Roman Hispanic,    -1, -1,  1,     4, Governor, Governor
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
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
Legionary
Centurion
Praetorian
Proconsul
General
Caesar

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged


@CIVILIZE2
1		; AFl
0		; Alp
1		; Amp
1		; Ast
1		; Ato
1		; Aut
1		; Ban
0		; Bri
2		; Bro
0		; Cer
1		; Che
0		; Chi
1		; CoL
1		; CA
1		; Cmb
0		; Cmn
1		; Cmp
0		; Csc
0		; Cst
0		; Cor
0		; Cur
0		; Dem
0		; Eco
0		; E1
0		; E2
0		; Eng
0		; Env
0		; Esp
0		; Exp
0		; Feu
0		; Fli
0		; Fun
0		; FP
0		; Gen
0		; Gue
0		; Gun
3		; 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
4		; 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
5		; 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
00002200		;Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
00000000		;Babylonians, Babylonian, -1, -1,  1,
02222000		;Germans,     Germanic,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
00000000		;Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
00000000		;Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
02220200		;Remi,      Remi,       0,  1, -1,     6, Prime Minister, Prime Minister
00000000		;Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
00000000		;Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
02220200		;Aedui,       Aedui,        1,  0,  0,
00000000		;French,      French,      1,  1,  1,     4, Warlord, Archbishop, 6, Premier, Premier
00000000		;Aztecs,      Aztec,       0, -1,  1,
02220200		;Northern Confederation,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
00000000		;English,     English,     0,  1,  0,     4, Lord, Lady, 6, Prime Minister, Prime Minister
00000000		;Mongols,     Mongol,      1,  1, -1,
00000000		;Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
00000000		;Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
02220200		;Southern Confederation,     Viking,      1,  1,  0,     1, Warlord, Warlord
02002200		;Roman Hispania,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
00000000		;Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
00000000		;Carthaginians, Carthaginian, 0,  0, -1,
00000000		;Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

00000000		; Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
00000000		; Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,


;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11111111  ;Settlers
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10100010 ;Engineers
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 1001000 ;Gaulish Chiefs
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11001000  ;Seasoned Troops
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Mercenaries
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11001000  ;True Gaulish Army
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Minor Tribe
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;musketeer
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;none
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Gallic Cavalry
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Cavalry
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;bourges
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11001000  ;Levies
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;Warriors
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Light Infantry
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000 ;none
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11001000  ;Brigands
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Legion
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Orleans
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11111111  ;Knights-NO
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;H. Merc Cav.
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;N. Merc Cav.
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Pub. Crassus
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Auxiliary
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Sens
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Village
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Garrison
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Townspeople
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Slaves
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Green Legion
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Roman Citizens
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11001100  ;Training Camp
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Trireme
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Fort
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Free Tribe
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Villagers
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Town Slaves
11111111, 00000000, -1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;CAMO
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;none
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;none
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;none
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Elite Cavalry
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;none
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;none
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;none
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11001000  ;Vercingetorix
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Interpreter
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11111111  ;Spy (not used)
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Roman Trader
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11111111  ;none
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 11111111  ;none
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Chariots
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Cretan L. Infantry
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none		
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01010000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;none
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;none



@MAP_TRANSPORT_RELATIONSHIPS
1,2
3,4
1,3

; 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>  	; Settlers
<none>  	; Engineers
Chiefs.wav  	; Gaulish Chiefs
SeasTroops.wav	; Seasoned Troops
German.wav  	; Mercenaries
General.wav  	; True Gaulish Army
<none>  	; Minor Tribe
<none>  	; Musketeers-NO
<none>  	; Fanatics-NO
H Cavalry.wav  	; Gallic Cavalry
H Cavalry.wav  	; Cavalry
<none>  	; Bourges
Levies.wav  	; Levies
Levies.wav  	; Warriors
Roman Inf.wav  	; Light Infantry
<none>  	; none
Seastroops.wav 	; Brigands
Legion.wav  	; Legion
<none>  	; Orleans
<none>  	; Knights-NO
H Cavalry.wav  	; H. Merc Cavalry
L Cavalry.wav  	; N. Merc Cavalry
Crassus.wav   ; Publius Crassus
Roman Inf.wav  	; Auxiliaries
<none>          ; Sens
<none>  	; Village
<none>  	; Garrison
<none>  	; Townspeople
<none>  	; Slaves
Roman Inf.wav  	; Green Legion
Torpedo.wav  	; none
Torpedo.wav  	; none
Torpedo.wav  	; Trireme
Torpedo.wav  	; none
<none>  	; Free Tribe
<none>  	; Villagers
Cavalry.wav  	; none
Swordfgt.wav  	; none
Cavalry.wav  	; none
Swordfgt.wav  	; none
Cavalry.wav  	; none
Elite Cavalry.wav ; Elite Cavalry
General.wav  	; none
General.wav  	; none
General.wav  	; none
Verc.wav  	; Vercingetorix
<none>  	; Interpreter
<none>   	; Spy-not used
<none>  	; Roman Trader
<none>  	; Freight-not used
Tribune.wav  	; Explorer-not used
Chariot.wav  	; Chariots
Cretan.wav  	; Cretan Light Infantry
Tribune.wav  	; Extra Air
Tribune.wav  	; New Unit a
Tribune.wav  	; New Unit b
<none>  	; New Unit c
<none>  	; New Unit d
Barbarian.wav  	; New Unit e
Barbarian.wav  	; New Unit f
Barbarian.wav  	; New Unit g
Barbarian.wav  	; New Unit h
Barbarian.wav  	; New Unit i
Tribune.wav  	; New Unit j
Tribune.wav  	; New Unit k
Tribune.wav  	; New Unit l
Tribune.wav  	; New Unit m
Chariot.wav  	; New Unit n
Barbarian.wav  	; New Unit o
Barbarian.wav  	; New Unit p
Barbarian.wav  	; New Unit q
Horsearch.wav  	; New Unit r
Archers.wav  	; New Unit s
Camel.wav  	; New Unit t
Cavalry.wav  	; New Unit u
Barbarian.wav  	; New Unit v
Barbarian.wav  	; New Unit w
Torpedo.wav  	; New Unit x
<none>  	; New Unit y
<none>  	; New Unit z

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

; please do not remove this line

