;
;   CIVILIZATION GAME DATA 8/6/98
;   Copyright (c) 1999 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;   All values entered in rules.txt are bounded by +/-127. 
;   However, this does not mean that all numbers within this 
;   range will work properly, for example, unit costs must 
;   not exceed 17.
;
@COSMIC
5       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
9       ; Aqueduct needed to exceed this size
60      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
2       ; Monarchy  pays support for all units past this (max 8)
3       ; Communism pays support for all units past this (max 8)
3       ; Fundamentalism pays support for all units past this (max 8)
0       ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
1	; Value of each citizen to the Civilization Score.
50	; Value of each wonder to the Civilization Score.
1	; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success) 
-10	; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile. 
1	; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
5	; Value to the Civilization Score of each future tech researched.
0	; Penalty assessed to Civilization Score each time player betrays another race.
0	; Cost to Civilization Score (+ or -) for each unit destroyed.
11111111	; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0    ; Helicopters pick up huts 0=no 1=yes

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Level Bombing,          4,-2,  nil, nil, 1, 4    ; AFl 0
Education,		0, 0,  nil, nil, 3, 1    ; Alp 1
Irregular Tactics,      4,-2,  Mon, Map, 0, 0    ; Amp 2
LaGG-3 Replacement,     5,-2,  ToG, Wri, 0, 4    ; Ast 3
Jet Interceptor,	4,-1,  Mon, Uni, 2, 4    ; Ato 4
Allied Tanks,           0, 0,  RR,  nil, 2, 0    ; Aut 5
Rationing,		4,-1,  nil, nil, 0, 1    ; Ban 6
Industrialization,	0, 0,  nil, nil, 2, 1    ; Bri 7
Tiger Panzer,           5,-1,  Inv, Tac, 2, 0    ; Bro 8
Christianity,		0, 0,  RR,  nil, 0, 3    ; Cer 9  <<<NOT SOVIET>>>
Propellants,            4,-1,  Ref, nil, 2, 4    ; Che 10 (Rocketry Research) <<<WONDER>>>
Soviet Armour,		0, 0,  RR,  nil, 2, 0    ; Chi 11
Code of Laws,           0, 0,  no,  no,  0, 0    ; CoL 12 <<< NOT USED >>>
Airborne Assault,       6,-2,  AFl, Lit, 0, 0    ; CA  13
Escort Fighter,         4,-1,  Mat, Lit, 0, 4    ; Cmb 14
Stalinism,		0, 0,  RR,  nil, 2, 2    ; Cmn 15
Computers,              0, 0,  no,  no,  0, 0    ; Cmp 16 <<< NOT USED >>>
Conscription,           6,-2,  nil, nil, 0, 0    ; Csc 17
Construction,           0, 0,  no,  no,  0, 0    ; Cst 18 <<< NOT USED >>>
Capitalism,		0, 0,  RR,  nil, 0, 1    ; Cor 19 <<<NOT SOVIET>>>
Currency,               0, 0,  no,  no,  0, 0    ; Cur 20 <<< NOT USED >>>
United States,          0, 0,  RR,  nil, 1, 2    ; Dem 21
Economics,              0, 0,  no,  no,  0, 0    ; Eco 22 <<< NOT USED >>>
Mechanized Army,        4,-2,  Ldr, MP,  0, 0    ; E1  23
Eighth Army,	        0, 0,  RR,  nil, 0, 2    ; E2  24
Civil Engineering,      0, 0,  nil, nil, 1, 1    ; Eng 25
Afrika Korps,	        0, 0,  RR,  nil, 3, 2    ; Env 26
Fighter Bombers,        4,-1,  Mon, Wri, 0, 4    ; Esp 27
Explosives,             0, 0,  no,  no,  0, 0    ; Exp 28 <<< NOT USED >>>
Explosives,             0, 0,  no,  no,  0, 0    ; Feu 29
Fighter Defence,        4,-1,  nil, nil, 0, 4    ; Fli 30
Nazi Party,		0, 0,  RR,  nil, 3, 2    ; Fun 31
Fuel Substitutes,       4,-2,  MP,  Ref, 2, 1    ; FP  32
Genetic Engineering,    0, 0,  no,  no,  0, 0    ; Gen 33 <<< NOT USED >>>
Russian Patriotism,	6,-2,  RR,  nil, 2, 2    ; Gue 34 <<< SPAWN UNITS >>>
Gunpowder,              0, 0,  no,  no,  0, 0    ; Gun 35 <<< NOT USED >>>
Tank Warfare,           4,-2,  nil, nil, 2, 0    ; Hor 36
Red Army,		0, 0,  RR,  nil, 2, 2    ; Ind 37
Panzerwaffe,            0, 0,  RR,  nil, 3, 2    ; Inv 38
Panther Panzer,         5,-1,  Inv, Tac, 2, 0    ; Iro 39
Siberian Reserves, 	4,-2,  Gue, Ind, 2, 0    ; Lab 40
Naval Batteries,        4,-1,  War, Eng, 1, 0    ; Las 41
Motorised Infantry,     4,-2,  Hor, nil, 2, 0    ; Ldr 42
Aerodynamics,           4,-1,  Wri, nil, 2, 4    ; Lit 43
Assault Vehicle,	4,-2,  Chi, Tac, 2, 0    ; Too 44
Carriers,               4,-1,  Sea, Fli, 3, 0    ; Mag 45
Navy,                   4,-1,  nil, nil, 3, 0    ; Map 46
Panzerartillerie,       5,-1,  Inv, Whe, 1, 0    ; Mas 47
War Production,	        5,-2,  Bri, nil, 2, 1    ; MP  48
Carpet Bombing,         4,-1,  Mon, Wri, 1, 4    ; Mat 49
Cryptography,           4,-1,  Alp, nil, 3, 1    ; Med 50 (Codebreaking) <<<WONDER>>>
T-34 Improvement,       4,-2,  Chi, Tac, 2, 0    ; Met 51
Shipbuilding,           0, 0,  Bri, San, 3, 0    ; Min 52
Mobile Warfare,         0, 0,  no,  no,  0, 0    ; Mob 53 <<< NOT USED >>>
British Empire,         0, 0,  RR,  nil, 0, 2    ; Mon 54
Performing Arts,	0, 0,  nil, nil, 1, 3    ; MT  55
Legal System,		0, 0,  RR,  nil, 0, 1    ; Mys 56 <<<ALLIES>>>
Commerce Raiders,       4,-1,  Map, San, 3, 0    ; Nav 57
Nuclear Fission,        0, 0,  no,  no,  0, 0    ; NF  58 <<< NOT USED >>>
Warship Improvements,   4,-1,  Min, Wri, 3, 0    ; NP  59 <<< EXTRA MOVE >>>
Wehrmacht,		0, 0,  RR,  nil, 3, 2    ; Phi 60
Anti-Aircraft Artillery,4,-2,  Fli, nil, 1, 0    ; Phy 61
Plastics,               0, 0,  no,  no,  0, 0    ; Pla 62 <<< NOT USED >>>
Anti-Sub Warfare,       4,-1,  NP,  nil, 3, 0    ; Plu 63 (Super Submarine) <<<WONDER>>>
Tank Destroyer,         4,-1,  Dem, Tac, 2, 0    ; PT  64
Lend Lease Tank,        4,-1,  Dem, E1,  2, 0    ; Pot 65
Twice Removed,          0, 0,  no,  no,  0, 0    ; Rad 66 <<< NOT USED >>>
World War II,    	0, 0,  Rad, nil, 0, 0    ; RR  67 <<< NOT USED >>>
Flak Batteries,         4,-1,  War, Eng, 1, 0    ; Rec 68
Refining,               0, 0,  Bri, Eng, 2, 1    ; Ref 70
Industrial Farming,     4, 1,  MP,  nil, 0, 1    ; Rfg 71
Republic,               0, 0,  no,  no,  0, 0    ; Rep 72 <<< NOT USED >>>
Pe-2 Refinement,	5,-2,  ToG, nil, 0, 4    ; Rob 72
Rocket Weapons,         4,-2,  War, nil, 2, 4    ; Roc 73
Merchant Marine,        0, 0,  nil, nil, 3, 0    ; San 74
Capital Ships,          4,-1,  Min, nil, 3, 0    ; Sea 75
Kampfjet,               4,-1,  Inv, Uni, 2, 4    ; SFl 76
Schnellbomber,          4,-1,  Sup, Lit, 1, 4    ; Sth 77
Divebombing,            4,-1,  AFl, nil, 1, 4    ; SE  78
Jagdpanzer,             5,-1,  Mas, Tac, 2, 0    ; Stl 79
Jagdbomber,		4,-1,  Inv, SE,  1, 4    ; Sup 80
Tank Development,       6,-2,  E1,  Wri, 2, 0    ; Tac 81 
Broadcasting,		0, 0,  nil, nil, 2, 3    ; The 82
Soviet Air Force,	0, 0,  RR,  nil, 0, 4    ; ToG 83
Commerce,               0, 0,  nil, nil, 0, 1    ; Tra 84
Jet Flight,             6,-2,  Che, Lit, 2, 4    ; Uni 85
Artillery,              4,-2,  nil, nil, 1, 0    ; War 86
Mobile Artillery,       4,-2,  War, Ldr, 1, 0    ; Whe 87
Weapon Research,        4,-2,  Alp, nil, 3, 1    ; Wri 88
Military Research,      0, 0,  Wri, E1,  0, 0    ; ...
London Captured,        0, 0,  RR,  nil, 3, 4    ; U1 90 Given to the Germans as a victory condition
Berlin Captured,        0, 0,  RR,  nil, 3, 3    ; U2 91 Given to the Soviets as a victory condition
Berlin Captured,        0, 0,  RR,  nil, 3, 4    ; U3 92 Given to the Allies as a victory condition
Siege of Leningrad,     0, 0,  RR,  nil, 3, 3    ; X1 93 Given to the Soviets when Viipuri or Narva is captured
Siege of Moscow,        0, 0,  RR,  nil, 3, 3    ; X2 94 Given to the Soviets when Rzhev or Smolensk is captured
Siege of Sevastopol,    0, 0,  RR,  nil, 3, 3    ; X3 95 Given to the Soviets when Kherson or Krasnoperekopsk is captured
Siege of Stalingrad,    0, 0,  RR,  nil, 3, 3    ; X4 96 Given to the Soviets when Stalingrad is captured
Stalingrad Captured,    0, 0,  RR,  nil, 3, 3    ; X5 97 Given to the Germans when Stalingrad is captured
Stalingrad Breakout,    8,-2,  X5,  nil, 3, 3    ; X6 98 Will end the the Stalingrad siege
Allied Invasion,        8,-2,  Dem, Mon, 3, 4    ; X7 99 Allied trigger tech that can be researched repeatedly

;
; 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,
Capital,                  10, 0,    no, 
Barracks,                 3,  2,    Csc,
Granary,                  6,  1,    no, 
Church,                   4,  1,    Cer,
Rail Station,             8,  1,    Tra,
School,                   8,  1,    Alp,
Magistrate,               8,  1,    Mys,
Defences,                 3,  0,    Csc,
Sewer System,             8,  2,    Eng,
Stamp Office,             10, 1,    Ban,
Theatre,                  12, 3,    MT,
Design Bureau,            12, 3,    Wri,
Mass Transit,             16, 4,    no, 
Propaganda,               10, 4,    The,
Steelworks,               24, 5,    Bri,
Assembly Plant,           26, 6,    MP,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Synthetic Fuel Plant,     22, 4,    FP,
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           12, 1,    Cor,
Sewer System,             12, 2,    no, 
Factory Farm,             6,  3,    Rfg,
Refinery,                 28, 4,    Ref,
Aerospace Lab,            16, 4,    Lit,
Flak Battery,             8,  2,    Rec,
Coastal Battery,          8,  1,    Las,
Solar Plant,              32, 4,    no, 
Port,                     6,  1,    San,
Shipyard,	          16, 3,    Min,
Airbase,                  16, 3,    Fli,
Police Station,           6,  2,    no, 
Naval Base,               8,  3,    Sea,
Transporter,              0,  0,    no, 
SS Structural,            8,  0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Commerce),               60, 0,    San,
Ukrainian Wheat Supply,   10, 0,    nil,
Codebreaking,            100, 0,    Med,
Ploiesti Refineries,      10, 0,    nil,
Cyldeside Shipyards,      10, 0,    nil,
Great Library,             1, 0,    no, 
Vatican City,             10, 0,    nil,
Kremlin,                  10, 0,    nil,
Bad Tolz Officer School,  10, 0,    nil,
Krupp Armament Company,   10, 0,    nil,
Eduskunta,                10, 0,    nil,
Michelangelo's Chapel,     1, 0,    no, 
Peenemunde Facility,      10, 0,    nil,
Super Submarine,         100, 0,    Plu,
Reichstag,                10, 0,    nil,
Leonardo's Workshop,       1, 0,    no, 
St Paul's Cathedral,      10, 0,    nil,
Moscow State University,  10, 0,    nil,
Wall Street,              10, 0,    nil,
Rocketry Research,       100, 0,    Che,
Statue of Liberty,        10, 0,    nil,
Eiffel Tower,             10, 0,    nil,
Houses Of Parliament,     10, 0,    nil,
Hoover Dam,                1, 0,    no, 
Manhattan Project,         1, 0,    no, 
The White House,          10, 0,    nil,
Apollo Program,            1, 0,    no,
SETI Program,              1, 0,    no,
Buckingham Palace,        10, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
Dem,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
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
Slave Workers,    nil, 0,  2.,0,  0a,0d,  1h,1f,  1,0,  5, RR,  000000000000000
Engineers,        nil, 0,  2.,0,  0a,0d,  1h,1f,  1,0,  5, RR,  000000000000000
Axis Troops,      nil, 0,  1.,0,  6a,6d,  4h,1f,  5,0,  1, Csc, 000000000000010
Italian Army,     nil, 0,  1.,0,  9a,6d,  4h,2f,  6,0,  0, Csc, 000000000000110
Finnish Army,     nil, 0,  1.,0,  9a,6d,  4h,2f,  8,0,  0, Csc, 000000000000110
British Army,     nil, 0,  1.,0,  6a,6d,  4h,1f,  6,0,  1, Mon, 000000000000110
American GIs,     nil, 0,  1.,0,  9a,4d,  8h,2f,  1,0,  0, RR,  000000000000110
Garrison,         nil, 0,  0.,0,  9a,9d,  4h,1f,  1,0,  0, RR,  000000000000000
Partisans,        nil, 0,  1.,0,  9a,3d,  8h,1f,  1,0,  0, RR,  000011000000011
Red Army,         nil, 0,  1.,0,  4a,4d,  4h,1f,  4,0,  1, Ind, 000000000000010
German Army,      nil, 0,  2.,0,  9a,6d,  4h,3f,  7,0,  0, Phi, 000000000000110
Fallschirmjagers, nil, 0,  1.,0,  7a,7d,  4h,3f, 10,0,  1, CA,  000000100000011
Waffen SS,        nil, 0,  2.,0,  9a,6d,  4h,4f, 12,0,  0, Fun, 000010000000110
Paratroopers,     nil, 0,  1.,0,  7a,7d,  4h,2f,  9,0,  1, CA,  000000100000011
Motor Troops,     nil, 0,  2.,0,  6a,6d,  4h,2f,  9,0,  1, Ldr, 000010000000000
Schutzen,         nil, 0,  2.,0,  6a,6d,  4h,2f,  9,0,  1, Ldr, 000010000000000
Armoured Troops,  nil, 0,  2.,0,  6a,6d,  4h,3f, 12,0,  1, E1,  000010000000000
Panzergrenadiers, nil, 0,  2.,0,  6a,6d,  4h,3f, 12,0,  1, E1,  000010000000000
Fighter,          nil, 1, 10.,1,  3a,3d,  8h,1f, 10,0,  3, Fli, 000000000010001
Bf-109,           nil, 1, 12.,1,  5a,5d,  8h,1f, 14,0,  3, Fli, 000000000010001
Ho-229,           nil, 1, 16.,2,  7a,5d,  8h,2f, 20,0,  0, Sup, 000000000010001
Me-1101,          nil, 1, 12.,1,  7a,7d,  8h,2f, 25,0,  3, SFl, 000000000010001
Spitfire,         nil, 1, 12.,1,  5a,5d,  8h,1f, 14,0,  3, Fli, 000000000010001
P-80,             nil, 1, 20.,1,  9a,3d,  8h,2f, 16,0,  0, Esp, 000000000000001
P-51 Mustang,     nil, 1, 20.,2,  5a,5d,  8h,1f, 14,0,  3, Cmb, 000000000010001
Meteor,           nil, 1, 10.,1,  6a,5d,  8h,1f, 15,0,  3, Ato, 000000000010001
MiG-9,            nil, 1, 12.,1,  6a,6d,  8h,1f, 12,0,  3,  RR, 000000000010001
La-7,             nil, 1, 12.,1,  5a,4d,  8h,1f,  9,0,  3, Ast, 000000000010001
Yak-3,            nil, 1, 12.,1,  5a,5d,  8h,2f, 10,0,  3, Ast, 000000000010001
Pe-2,             nil, 1, 12.,2, 10a,2d,  8h,2f, 10,0,  0, Rob, 000000000000001
Do-335,           nil, 1,  8.,1,  9a,4d,  8h,2f, 17,0,  0, Sup, 000000000010001
Mosquito,         nil, 1, 18.,1,  9a,3d,  8h,2f, 16,0,  0, SE,  000000000000001
Il-2 Sturmovik,   nil, 1,  8.,1,  9a,2d,  8h,2f, 10,0,  0, SE,  000000000010001
Bomber,           nil, 1, 12.,2, 12a,1d,  8h,1f, 16,0,  0, AFl, 000000000000001
Ju-88,            nil, 1, 14.,2, 13a,2d,  8h,1f, 18,0,  0, AFl, 000000000000001
Ar-555,           nil, 1, 18.,2, 15a,4d,  8h,2f, 28,0,  0, Sth, 000000000000001
B-17,             nil, 1, 20.,4, 14a,3d,  8h,2f, 18,0,  0, AFl, 000000000000001
Destroyer,        nil, 2, 20.,0,  4a,4d,  4h,1f, 15,0,  2, Map, 100000000000001
Cruiser,          nil, 2, 18.,0,  6a,6d,  4h,2f, 20,0,  2, Map, 000000000000001
Heavy Cruiser,    nil, 2, 16.,0, 10a,10d, 4h,4f, 25,0,  2, Sea, 000000000000001
Battleship,       nil, 2, 14.,0, 12a,12d, 5h,4f, 30,0,  2, Sea, 000000000000001
Submarine,        nil, 2, 20.,0, 10a,2d,  3h,3f, 15,0,  2, Nav, 100000000001001
Carrier,          nil, 2, 16.,0,  6a,6d,  5h,1f, 25,0,  2, Mag, 000000010000001
Transport,        nil, 2, 12.,0,  0a,1d,  5h,1f, 10,6,  4, Map, 000000000000000
Lancaster,        nil, 1, 20.,4, 16a,3d,  8h,2f, 22,0,  0, Mat, 000000000000001
B-29 Atom Bomb,   nil, 0, 20.,2, 99a,1d,  8h,1f,  1,0,  0, RR,  000000000000001
Il-4,             nil, 1, 12.,2, 12a,1d,  8h,1f, 16,0,  0, AFl, 000000000000001
AA Gun,           nil, 0,  1.,0,  2a,4d,  8h,1f,  8,0,  1, Phy, 010000000010000
Field Gun,        nil, 0,  1.,0, 10a,1d,  8h,1f,  6,0,  0, War, 000001001000001
QF 17 Pounder,    nil, 0,  1.,0, 10a,1d,  8h,2f,  7,0,  0, War, 000001001000001
Rocket Mortar,    nil, 0,  1.,0, 12a,1d,  7h,1f,  7,0,  0, Roc, 000001001000000
Katyusha,         nil, 0,  2.,0, 12a,1d,  7h,1f,  8,0,  0, Roc, 000000001000000
Tank Hunter,      nil, 0,  2.,0, 13a,2d,  6h,2f, 11,0,  0, Whe, 000000001000000
M7 Priest,        nil, 0,  2.,0, 13a,2d,  6h,2f, 10,0,  0, PT,  000000001000001
Tank,             nil, 0,  2.,0, 10a,5d,  3h,2f, 10,0,  0, Hor, 000000000000000
Hummel,           nil, 0,  2.,0, 12a,1d,  8h,1f, 10,0,  0, Mas, 000000001000001
StuG III,         nil, 0,  2.,0, 13a,2d,  5h,2f, 10,0,  0, Whe, 000010001000001
Jagdpanther,      nil, 0,  2.,0, 12a,3d,  6h,3f, 18,0,  0, Stl, 000010001000001
Panther DAK,      nil, 0,  3.,0, 10a,5d,  4h,4f,  1,0,  0, RR,  000000000000000
Panzer IV,        nil, 0,  2.,0, 11a,4d,  4h,2f, 14,0,  0, Hor, 000000000000000
Panther,          nil, 0,  2.,0, 10a,5d,  4h,3f, 18,0,  0, Inv, 000010000000000
Panther II,       nil, 0,  2.,0, 10a,5d,  5h,3f, 19,0,  0, Iro, 000010000000000
Tiger II,         nil, 0,  2.,0, 10a,5d,  6h,3f, 24,0,  0, Bro, 000010000000000
Sherman II,       nil, 0,  2.,0, 10a,6d,  3h,2f,  1,0,  0, RR,  000000000000000
Comet,            nil, 0,  2.,0,  8a,7d,  3h,2f, 13,0,  0, Hor, 000010000000000
Centurion,        nil, 0,  2.,0,  8a,7d,  5h,2f, 16,0,  0, Aut, 000010000000000
Pershing,         nil, 0,  2.,0,  9a,6d,  4h,2f, 16,0,  0, Pot, 000010000000000
Motorised Guards, nil, 0,  2.,0, 10a,6d,  2h,2f,  1,0,  1, RR,  000010000000000
JSU-152,          nil, 0,  2.,0, 13a,2d,  6h,3f, 12,0,  0, Too, 000010001000001
T-44 Guards,      nil, 0,  2.,0, 10a,9d,  5h,2f,  1,0,  0, RR,  000010000000001
JS-3 Guards,      nil, 0,  2.,0, 10a,6d,  5h,2f,  1,0,  0, RR,  000010000000001
Red Army Guards,  nil, 0,  2.,0,  9a,6d,  3h,3f,  1,0,  0, RR,  000010000000000
JS-2,             nil, 0,  2.,0,  9a,6d,  5h,2f, 14,0,  0, Chi, 000010001000000
T-34/85,          nil, 0,  2.,0, 10a,5d,  5h,2f, 12,0,  0, Met, 000010000000000
Siberian Troops,  nil, 0,  1.,0,  9a,6d,  4h,2f,  7,0,  0, Lab, 000010000000110
NKVD,             nil, 0,  1.,0,  4a,4d,  4h,2f,  9,0,  1, Cmn, 000001000000011
Commandos,        nil, 0,  2.,0,  9a,6d,  4h,4f, 12,0,  0, Amp, 000010000000111
Allied General,   nil, 0,  2.,0,  5a,5d,  9h,3f,  1,0,  0, RR,  000010001000111
Axis General,     nil, 0,  2.,0,  5a,5d,  9h,3f,  1,0,  0, RR,  000010001000111
Soviet General,   nil, 0,  2.,0,  5a,5d,  9h,3f,  1,0,  0, RR,  000010001000111

;
; 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,     4,2,  0,1,0,   yes, 1, 7, 0,   no,  0, 0,  0,  no,   no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 3,   yes, 4,24,  3,  For,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 3,   Pln, 0, 9,  3,  For,  no, ; Grs
Forest,     2,5,  1,2,0,   Pln, 0, 5, 5,   no,  0, 0,  0,  Grs,  no, ; For
Hills,      2,5,  1,0,0,   no,  0, 0, 0,   yes, 2,12,  0,  no,   no, ; Hil
Mountains,  4,6,  0,1,0,   no,  0, 0, 0,   yes, 2,12,  0,  no,   no, ; Mou
Tundra,     1,2,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Tun
Oil Field,  2,3,  0,1,40,  no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Gla
Urban,      1,3,  4,3,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Swa
Factories,  2,3,  1,3,0,   no,  0, 0, 0,   yes, 6,12,  3,  no,   no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      3,2,  3,1,0,
Livestock,  1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Timber,     2,5,  1,3,0,
Coal,       2,5,  1,4,0,
Gold,       3,6,  0,1,6,
Alpine,     1,2,  1,1,0,
Refinery,   2,3,  0,2,60,
Population, 2,3,  4,3,2,
Production, 2,3,  1,4,1,
Fish,       1,2,  3,0,2,
Rocks,      3,4,  0,1,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Trade Post, 2,5,  1,2,2,
Bauxite,    2,5,  1,2,2,
Iron,       3,6,  0,4,0,
Alpine,     2,2,  1,1,0,
Refinery,   2,3,  0,2,60,
Population, 2,3,  4,3,2,
Production, 2,3,  1,4,1,
Sea Lane,   1,2,  2,2,3,

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

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

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


@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Dictatorship,   Leader,      Leader
Fundamentalism, High Priest, High Priestess
Democracy,      President,   President
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,       1,  1, -1,     3, Il Duce, Il Duce
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1,  1, -1,     3, Marshal, Marshal
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1,  1, -1,     3, Fhrer, Fhrer
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  0,     
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1, -1,  1,     3, Marshal, Marshal
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  0,  0,     
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,      0,  0,  0,     
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  1, -1,     
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        0,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      0,  0,  0,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0,  0,  0,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  0,     
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     1,  1,  1,     5, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,     3, Comrade, Comrade
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,      0,  0,  0,     
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    0,  0,  0,     
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      0,  0,  0,     
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     1, -1, -1,     3, Conducator, Conducator
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0,  0,  0,     
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0,  0,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     

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



;
;   Trading Commodities
;
@CARAVAN
Ammo,
Cotton,
Tools,
Grain,
Salt,
Coal,
Copper,
Alloys,
Beer,
Iron,
Rubber,
Petrol,
Meat,
Trucks,
Oil,
Artwork,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Defences,     F
Build RR,           R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Build Transporter,  j
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged


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



@LEADERS2
00000000		;Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
00000000		;Babylonians, Babylonian, -1, -1,  1,
00000000		;Germans,     German,      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
00000000		;Greeks,      Greek,       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
00000000		;Zulus,       Zulu,        1,  0,  0,
00000000		;French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
00000000		;Aztecs,      Aztec,       0, -1,  1,
00000000		;Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
00000000		;English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 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
00000000		;Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
00000000		;Spanish,     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,


; Advanced unit fields

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

;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
11111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Slave Workers
11111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Engineers
00111110, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Axis Troops
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Italian Troops
00000100, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Finnish Troops
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;British Army
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;American GIs
00000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Garrison
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Partisans
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Red Army
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Grenadiers
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Fallschirmjager
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Waffen SS
11110110, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Paratroopers
11110010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Motor Troops
00001100, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Schutzen
11000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Armoured Troops
00111100, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Panzergrenadiers
00110010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Fighter
00011100, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Bf-109
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Ho-229
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Me-1101
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Spitfire
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;P-80
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;P-51 Mustang
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Meteor
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;MiG-9
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;LaGG-3
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;La-5
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Pe-2
00011100, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Do-335
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Mosquito
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Il-2 Sturmovik
00110110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Bomber
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Ju-88
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Ar-555
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;B-17
11111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Destroyer
11111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Cruiser
00111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Heavy Cruiser
11000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Battleship
11111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Submarine
11111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Carrier
11111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Transport
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Lancaster
00000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;B-29
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Il-4
11111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;AA Gun
10111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Field Gun
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;QF 17 Pounder
01111110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Rocket Mortar
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Katyusha
11110110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Tank Hunter
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Priest
00110110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Tank
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Hummel
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;StuG III
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Jagdpanther
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Panther DAK
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Panzer IV
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Panther
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Panther II
00001000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Tiger II
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Sherman II
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Comet
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Centurion
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Pershing
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Motorised Guards
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;JSU-152
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;T-34 Guards
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;JS-3 Guards
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Red Army Guards
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;JS-2
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;T-34/85
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Siberian Troops
10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;NKVD
01000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Commandos
00000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Allied General
00000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Axis General
00000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Soviet General

		

@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>  	; Slave Workers
<none>  	; Engineers
INF.wav  	; Axis Troops
INF.wav  	; Italian Troops
INF.wav  	; Finnish Troops
BRIT.wav  	; British Army
INF.wav  	; American GIs
<none>  	; Garrison
PART.wav  	; Partisans
<none>  	; Red Army
<none>  	; Grenadiers
JAGER.wav  	; Fallschirmjagers
SS.wav  	; Waffen SS
INF.wav  	; Paratroopers
TRUCK.wav  	; Motor Troops
TRUCK.wav  	; Schutzen
HTRAK.wav  	; Armoured Troops
HTRAK.wav  	; Panzergrenadiers
FIGHTER.wav  	; Fighter
FIGHTER.wav  	; Bf-109
JET.wav  	; Ho-229
JET.wav  	; Me-1101
FIGHTER.wav  	; Spitfire
JET.wav  	; P-80
HVYFGR.wav  	; P-51 Mustang
JET.wav  	; Meteor
FIGHTER.wav  	; I-16
FIGHTER.wav  	; LaGG-3
HVYFGR.wav  	; La-5
DIVE.wav  	; Pe-2
JABO.wav  	; Do-335
JABO.wav  	; Mosquito
DIVE.wav  	; Il-2 Sturmovik
BOMBER.wav  	; Bomber
BOMBER.wav  	; Ju-88
JET.wav  	; Ar-555
BOMBER.wav  	; B-17
<none>  	; Destroyer
<none>  	; Cruiser
<none>  	; Heavy Cruiser
<none>  	; Battleship
<none>  	; Submarine
<none>  	; Carrier
<none>  	; Transport
HVYBMR.wav  	; Lancaster
<none>  	; B-29
BOMBER.wav  	; Il-4
AAA.wav  	; AA Gun
ARTY.wav  	; Field Gun
BRITGUN.wav  	; QF 6 Pounder
KATY.wav  	; Rocket Mortar
KATY.wav  	; Katyusha
SPGUN.wav  	; Assault Gun
SPGUN.wav  	; Sexton
TANK.wav  	; Tank
MARD.wav  	; Hummel
SPGUN.wav  	; StuG III
SPGUN.wav  	; Jagdpanther
PANZER.wav  	; Panther DAK
PANZER.wav  	; Panzer IV
PANZER.wav  	; Panther
PANZER.wav  	; Panther II
HVYTNK.wav  	; Tiger II
TANK.wav  	; Sherman II
TANK.wav  	; Comet
HVYTNK.wav  	; Centurion
TANK.wav  	; Pershing
HTRAK.wav       ; Motorised Guards
SPGUN.wav  	; JSU-152
TANK.wav  	; T-34 Guards
HVYTNK.wav  	; JS-2 Guards
GUARD.wav  	; Red Army Guards
HVYTNK.wav  	; JS-2
TANK.wav  	; T-34/85
GUARD.wav  	; Siberian Troops
NKVD.wav  	; NKVD
COMMAND.wav  	; Commandos
GEN.wav  	; Allied General
GEN.wav  	; Axis General
GEN.wav  	; Soviet General

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

; please do not remove this line
