;
;   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
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; 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
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
Macedonian Tech,    4,-2,  no,  no,  3, 4    ; AFl 0
Persian Tech,       5, 1,  no,  no,  0, 3    ; Alp 
Greek Tech,         3,-2,  no,  no,  3, 0    ; Amp
Indian Tech,        4, 1,  no,  no,  1, 3    ; Ast
Bactrian Tech,      4,-1,  no,  no,  2, 3    ; Ato
Unavailable,        6,-1,  no,  no,  3, 4    ; Aut 5
Engineering,        4, 1,  AFl, nil, 1, 1    ; Ban
Dams,               4, 0,  Ban, Csc, 0, 4    ; Bri
Siege Engineering,  6,-1,  Ban, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Persian Warfare,    5,-1,  no,  no,  1, 3    ; Che 10
Simple Phalanx,     4,-2,  Amp, nil, 1, 0    ; Chi
Mountain Tactics,   4, 1,  Chi, Cmb, 0, 2    ; CoL
Mounted Archery,    5,-1,  Ato, nil, 3, 0    ; CA
Mountain Warfare,   5,-1,  nil, nil, 2, 4    ; Cmb
Unavailable,        5, 0,  no,  no,  2, 2    ; Cmn 15
Domestication,      4, 1,  nil, nil, 3, 4    ; Cmp
Navy Disbanded,     7,-1,  no,  no,  2, 0    ; Csc
Fortifications,     4, 0,  Ban, nil, 0, 4    ; Cst
Mahuts,             4, 0,  Cmp, Esp, 2, 1    ; Cor
Hauda,              4, 1,  Cor, nil, 0, 1    ; Cur 20
Unavailable,        5, 1,  no,  no,  2, 2    ; Dem
Rapid Recruiton,    4, 1,  X1,  nil, 2, 1    ; Eco
Popular Support,    4, 0,  U3,  nil, 2, 4    ; E1
Cilician Navy,      4, 1,  U1,  nil, 3, 4    ; E2
Phoenecian Exploration,4, 0,  U2, nil, 0, 4    ; Eng 25
Open Revolt,        3, 1,  X2,  nil, 3, 2    ; Env
No Elephants,       2,-1,  no,  no,  3, 0    ; Esp
Unavailable,        5, 0,  no,  no,  2, 4    ; Exp
Heavy Cavalry,      4,-1,  AFl, X2,  0, 0    ; Feu
Unavailable,        4,-1,  no,  no,  2, 4    ; Fli 30
Unavailable,        3,-2,  no,  no,  2, 2    ; Fun
Unavailable,        3, 0,  no,  no,  3, 3    ; FP
Unavailable,        3, 2,  no,  no,  3, 3    ; Gen
Partisan Warfare,   4, 1,  Env, nil, 3, 0    ; Gue
Unavailable,        8,-2,  no,  no,  1, 0    ; Gun 35
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Unavailable,        6, 0,  no,  no,  2, 1    ; Ind
Unavailable,        6, 0,  no,  no,  1, 4    ; Inv
Unavailable,        5,-1,  no,  no,  0, 4    ; Iro
Unavailable,        4,-1,  no,  no,  3, 2    ; Lab 40
Unavailable,        4, 0,  no,  no,  3, 3    ; Las
Unavailable,        5,-1,  no,  no,  1, 0    ; Ldr
Unavailable,        5, 2,  no,  no,  0, 3    ; Lit
Unavailable,        4,-2,  no,  no,  2, 4    ; Too
Unavailable,        4,-1,  no,  no,  1, 3    ; Mag 45
Unavailable,        6,-1,  no,  no,  0, 1    ; Map
Unavailable,        4, 1,  no,  no,  0, 4    ; Mas
Unavailable,        5, 0,  no,  no,  3, 4    ; MP
Unavailable,        4,-1,  no,  no,  0, 3    ; Mat
Unavailable,        4, 0,  no,  no,  1, 1    ; Med 50
Unavailable,        6,-2,  no,  no,  1, 0    ; Met
Unavailable,        4, 1,  no,  no,  3, 4    ; Min
Unavailable,        8,-1,  no,  no,  3, 0    ; Mob
Unavailable,        5, 1,  no,  no,  0, 2    ; Mon
Zoroastrism,        5, 1,  no,  no,  1, 2    ; MT 55
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Nearchos' Fleet,    6,-1,  Eng, Csc, 1, 1    ; Nav
Unavailable,        6,-2,  no,  no,  3, 3    ; NF
Unavailable,        3, 0,  no,  no,  3, 3    ; NP
Unavailable,        6, 1,  no,  no,  1, 2    ; Phi 60
Unavailable,        4,-1,  no,  no,  1, 3    ; Phy
Unavailable,        4, 1,  no,  no,  3, 4    ; Pla
Unavailable,        4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Unavailable,        4, 0,  no,  no,  0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot 65
Unavailable,        5,-1,  no,  no,  3, 4    ; Rad
Unavailable,        6, 0,  no,  no,  2, 1    ; RR
Unavailable,        2, 1,  no,  no,  3, 2    ; Rec
Unavailable,        4, 0,  no,  no,  2, 4    ; Ref
Unavailable,        3, 1,  no,  no,  3, 1    ; Rfg 70
Unavailable,        5, 1,  no,  no,  0, 2    ; Rep
Unavailable,        5,-2,  no,  no,  3, 0    ; Rob
Unavailable,        6,-2,  no,  no,  3, 0    ; Roc
Unavailable,        4, 2,  no,  no,  2, 1    ; San
Unavailable,        4, 1,  no,  no,  0, 1    ; Sea 75
Unavailable,        4, 1,  no,  no,  3, 3    ; SFl
Unavailable,        3,-2,  no,  no,  3, 0    ; Sth
Unavailable,        4,-1,  no,  no,  2, 3    ; SE
Unavailable,        4,-1,  no,  no,  2, 4    ; Stl
Unavailable,        4, 1,  no,  no,  3, 3    ; Sup 80
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Unavailable,        3, 2,  no,  no,  1, 2    ; The
No Slinges,         4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
Unavailable,        5, 1,  no,  no,  1, 3    ; Uni 85
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
Unavailable,        4,-1,  no,  no,  0, 4    ; Whe
Not Greek,          4, 2,  no,  no,  0, 3    ; Wri
Technology,         1, 0,  Pot, CoL, 3, 3    ; ...
Halicarnassus Taken,3, 0,  no,  no,  0, 0    ; U1 90
Tyrus Taken,        3, 0,  no,  no,  0, 0    ; U2
Susa Taken,         3, 0,  no,  no,  0, 0    ; U3
Persepolis Taken,   3, 0,  no,  no,  0, 0    ; X1
Death of Darius,    3, 0,  no,  no,  0, 0    ; X2
PEDIA TECH,         3, 0,  no,  no,  0, 0    ; X3 95
Not Macedonian,     3, 0,  no,  no,  0, 0    ; X4
Not Persian,        3, 0,  no,  no,  0, 0    ; X5
Not Indian,         3, 0,  no,  no,  0, 0    ; X6
Not Bactrian,       3, 0,  no,  no,  0, 0    ; X7 99

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

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    nil,
Barracks,                 4,  1,    War,
Farms,                    6,  1,    nil,
Sanctuary,                4,  1,    Cer,
Granary,                  8,  1,    nil,
Gymnaseion,               8,  1,    Amp,
Courthouse,               8,  1,    nil,
City Walls,               8,  0,    Cst,
Well,                     8,  2,    nil,
Agora,                    12, 3,    Amp,
Fire Temple,              12, 3,    MT,
Library,                  16, 3,    Amp,
City Dump,                16, 4,    nil,
Theatre,                  10, 4,    Amp,
Smithy,                   20, 4,    nil,
Artisan's Workshop,       32, 6,    nil,
Unavailable,              20, 4,    no,
Unavailable,              20, 2,    no,
Unavailable,              16, 4,    no,
Mines,                    24, 4,    nil,
Unavailable,              16, 2,    no,
Paradeisos,               16, 4,    Alp,
Spring House,             12, 2,    nil,
Unavailable,               8, 3,    no,
Caravanserai,             20, 5,    Wri,
Academy,                  16, 3,    Amp,
Unavailable,              10, 2,    no,
Coastal Defense,           8, 1,    Wri,
Plantation,               32, 4,    nil,
Fishing Port,             6,  1,    nil,
Trade Port,               16, 3,    nil,
Unavailable,              16, 3,    no,
Garisson,                 6,  2,    AFl,
Military Port,            8,  3,    nil,
Unavailable,              8,  0,    no,
Unavailable,              16, 0,    no,
Unavailable,              32, 0,    no,
(Tributes),               60, 0,    nil,
Fertile Crescent,         20, 0,    nil,
Pyramids,                 20, 0,    nil,
Trade System,             20, 0,    nil,
Hanging Gardens,          20, 0,    nil,
Mausoleum,                30, 0,    nil,
Temple of Artemis,        30, 0,    nil,
Wall of Babylon,          30, 0,    nil,
Rapid Recruiton,          30, 0,    Eco,
Persian Satrapies,        30, 0,    nil,
Apadana,                  20, 0,    nil,
Parthenon,                40, 0,    nil,
Platon's Academy,         30, 0,    nil,
Nearchos' Voyage,         40, 0,    Nav,
Tomb of Cyrus,            30, 0,    nil,
Army Tactics,             40, 0,    nil,
Oracle,                   40, 0,    nil,
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,
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,
Oracle of Ammon,          60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
Alp,        ; Hanging Gardens
U2,         ; Colossus
Alp,        ; Lighthouse
Alp,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
X2,         ; Sun Tzu's War Academy
U3,         ; King Richard's Crusade
X1,         ; 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
nil,        ; 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
Pioneers,     X4, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, AFl, 000000000000000
High Snow,    nil, 0,  0.,0,  0a,4d,  2h,1f,  50,0,  1, X3, 000010000000000
Peltasts,     Wri, 0,  1.,0,  3a,4d,  1h,1f,  3,0,  1, nil, 000000000000000
Pezhetairs,   CoL, 0,  1.,0,  4a,5d,  2h,2f,  5,0,  1, AFl, 000000000000000
Hypaspists,   Wri, 0,  1.,0,  5a,4d,  2h,3f,  5,0,  0, nil, 000000000000000
Rshtika,      X5, 0,  1.,0,  2a,4d,  2h,1f,  4,0,  1, Alp, 000000000000000
Infantry,     X6, 0,  1.,0,  4a,5d,  3h,1f,  4,0,  1, Ast, 000010000000000
Mercenaries,  nil, 0,  2.,0,  4a,4d,  2h,1f,  3,0,  1, X3, 000000000000000
Alexander,    nil, 0,  2.,0,  8a,7d,  5h,4f,  50,0, 0, X3, 000100000000000
Partisans,    X7, 0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, Gue, 000000000000010
Thanuviya,    X5, 0,  1.,0,  4a,3d,  2h,1f,  5,0,  0, Alp, 000000000000000
Mountaineers, X7, 0,  1.,0,  3a,5d,  2h,1f,  4,0,  1, Cmb, 000011000000000 
Hetairoi,     nil, 0,  2.,0,  6a,5d,  4h,3f,  50,0,  0, X3, 000000000000001
Somatophylakes,nil, 0,  2.,0,  7a,6d,  4h,4f,  50,0,  0, X3,  000000000000000
Thessalians,  nil, 0,  2.,0,  6a,3d,  1h,2f,  50,0,  0, X3, 000000000000000
Prodromoi,    X4, 0,  3.,0,  1a,2d,  1h,1f,  4,0,  0, AFl, 100001000000011
Mac. Cavalry, X4,  0,  2.,0,  5a,4d,  2h,3f,  5,0,  0, AFl, 000000000000000
War Elephant, Esp,  0,  1.,0,  5a,5d,  3h,2f,  9,0,  0, Cor,000010000000000
Cavalry,      X6, 0,  2.,0,  5a,3d,  2h,2f,  4,0,  0, Ast,  000000000000000
Hazarapatish, nil, 0,  2.,0,  6a,5d,  3h,2f,  50,0,  0, X3, 000000000000000
Asabara,      X5, 0,  2.,0,  5a,2d,  2h,3f,  3,0,  0, Alp, 000000000000000
Bactrians,    nil, 0,  2.,0,  6a,4d,  2h,2f,  50,0,  0, X3, 000000000000000
Mtd. Archers, nil, 0,  3.,0, 6a,4d,  2h,3f,  4,0,  0, CA, 000000000000000
Elephant Archer,Esp, 0,  1.,0,  7a,5d,  4h,2f,  11,0,  0, Cur, 000000000000000
Iranian Cavalry,nil, 0,  3.,0,  8a,4d,  2h,2f,  50,0,  0, X3, 000000000000000
Sacans,       nil, 0,  1.,0, 9a,6d,  2h,2f,  50,0,  0, X3, 000000000000000
Sogdians,     nil, 0,  2.,0, 8a,6d,  2h,3f,  50,0,  0, X3, 000000001000010
Advanced Phalanx,X4, 0, 2.,0,  5a,5d,  2h,2f,  6,0,  0, CoL, 000000000000000
Slinges,      ToG, 0,  1.,0, 4a,3d,  1h,1f, 3,0,  0, nil, 000000000000000
Fortress,     nil, 0,  0.,0, 0a,6d,  3h,1f, 50,0,  1, X3,  000010000000000
Mt Fortress,  nil, 0, 0.,0,  0a,7d,  2h,1f,  50,0,  1, X3, 000010000000000
Desert,       nil, 0, 0.,0, 0a,4d,  2h,1f, 50,0,  1, X3, 000000000000000
Trireme I,    Csc, 2,  3.,0,  3a,2d,  1h,1f,  5,0,  2, AFl, 000000000101000
Trireme II,   nil, 2,  4.,0,  3a,2d,  1h,1f,  3,1,  2, Nav, 000000000101000
Sail,         nil, 2,  4.,0,  0a,1d,  2h,1f,  2,3,  4, nil, 000000000001000
Galley,       U2,  2,  5.,0,  5a,3d,  2h,3f,  3,0,  2, E2,  000000000001000
Babylonians,  nil,  0, 1.,0,  2a,4d,  2h,1f,  50,0,  1, X3,  000000000000000
Greeks,       nil, 0,  1.,0,  5a,4d,  2h,2f,  50,0,  0, X3,  000000000000000
Immortals,    nil, 0,  1.,0,  7a,6d,  4h,3f,  50,0,  0, X3, 000000000000000
Fortress,     nil, 0,  0.,0,  0a,8d,  3h,1f, 50,0,  1, no, 000000000000000
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no, 000000000000000
Village,      nil, 0,  0.,0,  0a,4d,  2h,1f,  59,0,  0, no, 000000000000000
Ocean,        nil, 0,  0.,0,  0a,4d,  2h,1f,  50,0,  1, X3, 000010000000000
Bematists,    X4, 0,  1.,0,  0a,0d,  1h,1f,  6,0,  6, AFl, 100000000000011
Envoy,        X5, 0,  3.,0,  0a,0d,  1h,1f,  2,0,  6, Alp, 000000000000111
Merchant,     nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Caravan,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no, 000000000000010
Explorer,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no, 000001000000010
Parmenion,    nil, 0,  2.,0,  7a,5d,  4h,3f,  50,0, 0, X3,  000000000000000
Spitamenes,   nil, 0,  2.,0,  7a,7d,  4h,3f,  50,0,  0, X3,  000000000000000
Oxybele,      X4, 0,  2.,0,  5a,2d,  1h,3f, 5,0,  0, Cmb,  000000000000000
Siege Tower,  X4, 0,  1.,0,  7a,1d,  1h,4f,  9,0,  0, Bro,  001000001000000
Persians,     X4, 0,  1.,0,  5a,4d,  3h,1f,  6,0,  1, Che,  000000000000000
Ushabari,     X5, 0,  3.,0,  3a,2d,  2h,1f,  5,0,  0, Alp,  000001000000010
Ballista,     nil, 0,  0.,0,  0a,5d,  4h,1f,  50,0,  1, X3, 000000000000000
Memnon,       nil, 2,  5.,0,  6a,5d,  3h,2f,  50,0,  2, X3,  000000000000000
Sappers,      X4, 0,  1.,0,  5a,1d,  1h,3f,  6,0,  0, CoL,  001001001000000
Heavy Cavalry,nil, 0,  3.,0,  7a,6d,  2h,3f,  10,0,  0, Feu,  000000000000000
Chariot,      nil, 0,  2.,0,  5a,2d,  1h,2f,  5,0,  0, Che,  000000000000000

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


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 10, 3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,5,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,5,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  6,8,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Mountain Pass,3,1,2,2,6,   no,  1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Dasht,      5,1,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Drt,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Meadows,    2,3,  2,2,1,   yes, 1, 1, 1,   yes, 0,15,  6,  Hil,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,1,
Horses,     1,2,  1,2,4,
Grassland,  1,2,  2,1,0,
Fruit,      2,5,  3,1,3,
Rock,       2,5,  1,5,4,
Gold,       3,6,  0,1,6,
Rock,       1,6,  2,1,0,
Myrrh,      5,1,  0,2,8,
Peat,       2,3,  1,4,0,
Cattle,     2,3,  2,2,0,
Fish,       1,2,  3,0,2,
Nomads,     1,2,  1,1,2,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Game,       2,5,  2,2,2,
Wine,       2,5,  1,0,4,
Iron,       3,6,  0,4,0,
Gravel,     5,2,  2,5,0,
Wadi,       6,1,  1,0,0,
Spice,      2,3,  3,0,4,
Goats,      2,3,  1,3,2,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Semiramis,           0, 2, 2, Babylonians, Babylonian, -1, -1,  1,    1, Raja, Rani, 2, Raja, Rani, 3, Raja, Rani, 4, Raja, Rani, 5, Raja, Rani, 6, Raja, Rani
Frederick II, Maria Theresa,       0, 3, 3, Germans,     German,        1, -1,  1,   
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,     1, Basileus, Basileus, 2, Basileus, Basileus, 3, Basileus, Basileus, 4, Basileus, Basileus, 5, Basileus, Basileus, 6, Basileus, Basileus
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     1, Raja, Rani, 2, Raja, Rani, 3, Raja, Rani, 4, Raja, Rani, 5, Raja, Rani, 6, Raja, Rani
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Bantus,       Bantu,       1,  0,  0,
Louis XVI,    Joan of Arc,         0, 7, 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, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VII, Elizabeth I,     0, 2, 3, English,      English,      0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Pakal,    Saek-K'uk',            1, 1, 0, Mayas,       Maya,     -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, 5, 3, Vikings,     Viking,     1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,       0, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Emperor, Empress
Darius I,       Atossa,        0, 5, 1, Persians,    Persian,     0, -1,  0,     1, Great King, Great Queen, 2, Great King, Great Queen, 3, Great King, Great Queen
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Atawallpa, Cusi Chimpu,           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
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













