;
;   CIVILIZATION GAME DATA - LIBERTAD O MUERTE!
;   Copyright (c) 1995 by MicroProse Software
;   Changes made 2000 by Michael J. Daumen
;
;   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
4       ; Settlers eat (govt <= Monarchy)
4       ; Settlers eat (govt >= Communism)
6       ; City size for first unhappiness at Chieftain level
12      ; Riot factor based on # cities (higher factor lessens the effect)
10       ; Aqueduct needed to exceed this size
20      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
1       ; Monarchy  pays support for all units past this
2       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
15      ; 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
Unreachable Tech,   4,-2,  no,  no,  3, 4    ; AFl 0
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  NP,  Tac, 3, 0    ; Amp
Astronomy,          4, 1,  NF,  Mat, 1, 3    ; Ast
Peninsular War,     4,-1,  Plu, nil, 2, 3    ; Ato  4
DON'T USE Auto,     6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, Inv, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Christianity,       5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  War, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Breech Loading,     5,-1,  Met, Las, 3, 0    ; CA 
Celestial Mechanics,5,-1,  Ast, Uni, 2, 4    ; Cmb
Empire,             5, 0,  no,  no,  2, 2    ; Cmn 15
Computers,          4, 1,  no,  no,  3, 4    ; Cmp *
Conscription,       7,-1,  Gen, Ldr, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Too, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Colonies,           5, 1,  no,  no,  2, 2    ; Dem 21
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
DON'T USE Electro,  4, 1,  no,  no,  3, 4    ; E2  
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env *
Espionage,          2,-1,  no,  no,  3, 0    ; Esp *
Explosives,         5, 0,  Met, Fli, 2, 4    ; Exp
Feudalism,          4,-1,  no,  no,  0, 0    ; Feu *
Flintlocks,         4,-1,  Gen, Che, 2, 4    ; Fli
DONT USE Fun,       3,-2,  no,  no,  2, 2    ; Fun
Heavy Casting,      3, 0,  Rob, CA,  3, 3    ; FP 
Gunpowder,          3, 2,  Inv, Iro, 3, 3    ; Gen
Loyal Citizens,     4, 1,  no,  no,  3, 0    ; Gue
NO Gunpowder,       8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Latin Cities,       6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Investment,         4,-1,  Plu, nil, 3, 2    ; Lab 40
Interchangeable Parts,4,0, Fli, Bri, 3, 3    ; Las
Leadership,         5,-1,  Chi, Gen, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Industrialization,  4,-2,  SE,  Eco, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP  * 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Pla, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gen, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min *
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob *
Aristocracy,        5, 1,  no,  no,  0, 2    ; Mon 54
European Culture,   5, 1,  nil, nil, 1, 2    ; MT  
Catholicism,        4, 0,  no,  no,  0, 2    ; Mys 
Navigation,         6,-1,  Sea, Cmb, 1, 1    ; Nav
Mysticism,          6,-2,  Cer, nil, 3, 3    ; NF 
Naval Warfare,      3, 0,  Nav, Gen, 3, 3    ; NP 
Colonial Faces,     6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Philosophy,         4, 1,  NF,  Lit, 3, 4    ; Pla
Pedia Tech,         4, 0,  AFl, nil, 1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT  *
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
DON'T USE Radio,    5,-1,  no,  no,  3, 4    ; Rad
DON'T USE Railroad, 6, 0,  no,  no,  2, 1    ; RR 
Railroad,           2, 1,  Cor, SE,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref *
Intensive Farming,  3, 1,  Pot, Tra, 3, 1    ; Rfg
Republic,           5, 1,  no,  no,  0, 2    ; Rep 71
Rifled Cannon,      5,-2,  Met, Phy, 3, 0    ; Rob
Seige Artillery,    6,-2,  Met, Cst, 3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl *
Stealth,            3,-2,  no,  no,  3, 0    ; Sth *
Steam Engine,       4,-1,  Phy, Las, 2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl *
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup *
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The *
Telegraph,          4, 0,  Rec, E1,  1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Pla, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  ToG, FP,  3, 3    ; FT 
NO British Legion,  3, 0,  no,  no,  0, 0    ; U1 
NO Cazador/Jesuits, 3, 0,  no,  no,  0, 0    ; U2 
NO Grenadiers,      3, 0,  no,  no,  0, 0    ; U3 
NO Caballeros,      3, 0,  no,  no,  0, 0    ; X1 
NO Criollos,        3, 0,  no,  no,  0, 0    ; X2 
NO Peninsulares,    3, 0,  no,  no,  0, 0    ; X3 
NO Mercenaries,     3, 0,  no,  no,  0, 0    ; X4 
NO Gauchos,         3, 0,  no,  no,  0, 0    ; X5 
NO Dragoons,        3, 0,  no,  no,  0, 0    ; X6 
NO Congreve Rockets,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,
Provincial Capital,       10, 0,    nil,
Barracks,                 4,  1,    no,
Granary,                  6,  1,    Pot,
Cathedral,                4,  1,    Cer,
Market,                   8,  1,    Cur,
Library,                  8,  1,    no,
Cortes,                   8,  1,    nil,
Fortifications,           8,  1,    Mas,
Well,                     8,  0,    Cst,  ;Aqueduct
Bank,                     12, 3,    Ban,
Opera House,              12, 3,    MT,   ;Cathedral
University,               16, 3,    no,
Mass Transit,             16, 4,    no,
Bullring,                 10, 2,    Plu,
Obraje,                   20, 1,    Plu, 
Factor,                   32, 2,    Plu,  ;Mftg Plant
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Mint,                     16, 3,    Plu,  ;Stock Exc.
Sewer System,             12, 2,    San,
Hacienda,                  8, 3,    nil,  ;Supermkt
Railroads,                20, 2,    Rec,  ;Suphwy
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    NP,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Sea,
Customs House,            16, 2,    Plu,   ;Offshore Platform
Airport,                  16, 3,    no,
City Plaza,               6,  0,    CoL,   ;Police Station
Port Facility,            8,  3,    Amp,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(European Investment),    60, 0,    Lab,
Pyramids,                 20, 0,    no,
Jesuit Reducciones,       20, 0,    nil,  
Caribbean Port,           20, 0,    nil,  
Signal Stations,          20, 0,    nil,  
Great Library,            30, 0,    no,
San Francisco Convent,    30, 0,    nil,  
Great Wall,               30, 0,    no,
Sun Tzu's War Academy,    30, 0,    no,
King Richard's Crusade,   30, 0,    no,
Marco Polo's Embassy,     20, 0,    no,
Michelangelo's Chapel,    40, 0,    no,
Copernicus' Observatory,  30, 0,    no,
Magellan's Expedition,    40, 0,    no,
Portuguese Court,         30, 0,    nil,  
Leonardo's Workshop,      40, 0,    no,
Coln's Landing,          40, 0,    nil,  JS Bach
Isaac Newton's College,   40, 0,    no,
Cerro Rico Mine,          40, 0,    nil,   
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Plaza de Mayo,            60, 0,    nil,  Suffrage 
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,
Tiahuanaco Ruins,         60, 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
nil,        ; 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
Laborers,     nil, 0,  1.,0,  0a,3d,  2h,1f, 10,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000
Cazadores,    U2,  0,  1.,0,  5a,5d,  2h,1f,  3,0,  1, Gen, 000000000000000
Fusiliers,    nil, 0,  1.,0,  6a,4d,  2h,1f,  3,0,  1, Gen, 000000000000000
Grenadiers,   U3,  0,  1.,0,  8a,5d,  1h,2f,  4,0,  0, Ldr, 000000000000000
Legionnaires, U1,  0,  1.,0,  7a,5d,  2h,1f,  5,0,  0, Csc, 000000000000000
Peninsulares, X3,  0,  1.,0,  6a,5d,  2h,2f,  5,0,  0, Ato, 000000000000000
Blowgunners,  Cer, 0,  1.,0,  6a,2d,  1h,2f,  2,0,  0, Plu, 001001000000010
Warriors,     Cer, 0,  1.,0,  5a,3d,  2h,1f,  2,0,  0, Plu, 000000000000010
Criollos,     X2,  0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, Rfg, 000000000000010
Mercenaries,  X4,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Ban, 000000000000000
Freed Slaves, nil, 0,  1.,0,  4a,3d,  2h,1f, 20,0,  1, Plu, 000000000000000
Marines,      nil, 0,  1.,0,  8a,3d,  2h,1f,  6,0,  0, Amp, 000000000000100
Spearmen,     Cer, 0,  1.,0,  4a,4d,  1h,2f,  2,0,  0, Plu, 000011000000010
Dragoons,     X6,  0,  2.,0,  8a,3d,  1h,2f,  4,0,  0, Hor, 000000000000000
Hussars,      nil, 0,  3.,0,  6a,5d,  1h,2f,  4,0,  0, Chi, 000000000000000
Horse Grenadiers,U3,0, 2.,0,  9a,4d,  1h,2f,  5,0,  0, Ldr, 000000000000000
Gauchos,      X5,  0,  2.,0,  7a,4d,  1h,2f,  4,0,  0, Hor, 000000000000000
Caballeros,   X1,  0,  2.,0,  6a,4d,  2h,1f,  4,0,  0, Hor, 000000000000000
Llaneros,     Cer, 0,  2.,0,  7a,3d,  2h,2f,  4,0,  0, Plu, 000000000000010
Lancers,      nil, 0,  2.,0,  7a,3d,  1h,2f,  4,0,  1, Chi, 000010000000000
Infernales,   nil, 0,  3.,0,  8a,4d,  1h,2f, 30,0,  0, Plu, 000010000000010
General,      nil, 0,  3.,0,  8a,4d,  3h,2f, 30,0,  0, Plu, 000000000000010
Naval Ordnance,nil,1,  1.,1,  6a,2d,  3h,1f,  4,0,  0, NP,  100000000001001
Brass Cannon, Rob, 0,  1.,0,  8a,1d,  2h,2f,  5,0,  0, Met, 000000000000000
Field Piece,  nil, 0,  1.,0,  8a,2d,  2h,2f,  6,0,  1, CA,  000010000000000
Mortar,       nil, 0,  1.,0,  9a,1d,  2h,2f,  6,0,  0, Roc, 000000001000000
3-Pounder,    nil, 0,  1.,0,  8a,2d,  3h,2f,  7,0,  0, Rob, 000000000000000
4-Pounder,    nil, 0,  1.,0,  8a,2d,  3h,3f,  8,0,  0, FP,  000000000000000
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Stlth Ftr.,   nil, 1, 40.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Transport,    nil, 2,  5.,0,  0a,3d,  2h,1f,  4,3,  4, Sea, 100000000101000
Corvette,     nil, 2,  6.,0,  4a,3d,  2h,2f,  4,0,  2, Sea, 100000000001000
Galleon,      X3,  2,  5.,0,  5a,4d,  2h,2f,  4,2,  4, Nav, 100000000001000
Frigate,      nil, 2,  7.,0,  6a,5d,  2h,2f,  5,1,  2, NP,  100000000001000
Man-o-War,    nil, 2,  6.,0,  7a,6d,  2h,2f,  6,0,  2, Amp, 100000000001000
Paddlewheeler,nil, 2,  8.,0,  5a,4d,  3h,2f,  6,0,  2, no,  000000000000001
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  000000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  000000000000001
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
NotATransport,nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Congreve Rocket,X7,1,  1.,1, 10a,0d,  1h,3f,  6,0,  0, Exp, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  000000000000000
Jesuit,       U2,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Cer, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000000
Trader,       nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000000
San Martn,   nil, 0,  2.,0, 10a,5d,  2h,3f, 30,0,  0, Plu, 000000000000010
Bolivar,      nil, 0,  2.,0,  9a,6d,  2h,3f, 30,0,  0, Plu, 000000000000010
O'Higgins,    nil, 0,  2.,0,  8a,5d,  2h,3f, 30,0,  0, Plu, 000000000000010
Chasseurs,    nil, 0,  2.,0,  7a,5d,  1h,2f,  5,0,  1, Plu, 000000000000000
Honor Guard,  nil, 0,  1.,0,  6a,6d,  2h,1f, 30,0,  1, Plu, 000000000000000
Montoneros,   nil, 0,  1.,0,  6a,3d,  2h,1f,  4,0,  1, Plu, 000001000000000
Carabineros,  X3,  0,  1.,0,  7a,4d,  2h,1f,  4,0,  0, Csc, 000000000000000
Arsenal,      nil, 0,  0.,0,  0a,3d,  2h,1f, 30,0,  1, Plu, 000000000000000
Village,      nil, 0,  0.,0,  0a,4d,  2h,1f, 30,0,  1, Plu, 000000000001000
British Legion,U1, 0,  1.,0,  8a,6d,  2h,1f, 30,0,  0, Plu, 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
Desert,     1,2,  0,1,0,   no,  1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Pampas,     1,2,  1,1,1,   yes, 1, 5, 1,   no,  0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  Hil,   ; Grs
Jungle Ridge,3,3, 1,1,0,   no,  0, 5, 5,   Hil, 0,20,  0,  Grs,   ; For
Hills,      2,4,  1,1,0,   yes, 1,15, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Scrubland,  1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Altiplano,  1,2,  1,1,0,   yes, 1, 5, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,2,  1,0,0,   Tun, 0,20, 6,   no,  0,15,  0,  Pln,   ; Swa
Rain Forest,2,3,  1,0,0,   Tun, 0,25, 6,   no,  0,15,  0,  Pln,   ; Jun
Water,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Chaco,      1,1,  0,1,0,  ;Desert
Cattle,     1,2,  1,3,2,
Grassland,  1,2,  2,1,0,
Coca,       3,3,  1,2,3,
Coal,       2,4,  1,2,0,
Silver,     3,6,  0,1,6,
Sugar Cane, 1,2,  2,1,3,
Waterfall,  3,2,  2,0,2,  ;Altiplano
Orchids,    2,2,  1,1,1,
Emeralds,   2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Salt,       1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Coffee,     3,3,  1,1,5,
Wine,       2,4,  1,0,4,
Copper,     3,6,  0,5,0,
Silver Vein,3,6,  0,2,9,
Chaco,      1,1,  0,1,0,  ;Altiplano
Waterfall,  3,2,  2,0,2,  ;Swamp
Fruit,      2,3,  4,0,1,
Sea Birds,  1,2,  2,2,4,




@GOVERNMENTS
Anarchy,        Seor,       Seora
State,          Caudillo,    Caudilla
Monarchy,       King,        Queen
Empire,         King,        Queen
Fundamentalism, High Priest, High Priestess
Republic,       President,   President
Colonies,       King,        Queen

;
;   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
;
;   NOTE:  Barbarians use Rio de la Plata cities
;
;   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
Antonio,      Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1, -1,  1,
Ramesses,     Cleopatra,           1, 4, 3, Egyptians,   Egyptian,    0,  0,  1,     3, King, Queen
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,
Alexander,    Hippolyta,           1, 6, 2, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,   6, Stadtholder, Stadtholder,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, 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 VIII,   Elizabeth I,         1, 6, 2, 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,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 1, 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
Cotton,
Wool,
Spirits,
Cloth,
Salt,
Coal,
Copper,
Tobacco,
Indigo,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Arms,


@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













