;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 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)
6       ; 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
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
5       ; 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
No no tech,         4,-2,  nil, nil, 3, 4    ; AFl
No yes tech,        5, 1,  nil, nil, 0, 3    ; Alp
Frankish Tech,      3,-2,  Alp, nil, 3, 0    ; Amp
Persian Tech,       4, 1,  Alp, nil, 1, 3    ; Ast
Slavic Tech,        4,-1,  Alp, nil, 2, 3    ; Ato
Hellenic Tech,      6,-1,  nil, nil, 3, 4    ; Aut
Neutral Tech,       4, 1,  Alp, nil, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Arabic Tech,        6,-1,  Alp, nil, 0, 4    ; Bro
Muslim Tech,        5, 0,  Alp, nil, 0, 2    ; Cer
Justinian Tech,     5,-1,  no,  no,  1, 3    ; Che
Roman Army Tech,    4,-2,  Ind, MT,  1, 0    ; Chi
Code of Laws,       4, 1,  no,  nil, 0, 2    ; CoL
Army Tech,          5,-1,  no,  nil, 3, 0    ; CA 
Fleet Tech,         5,-1,  no,  nil, 2, 4    ; Cmb
Thematic System,    5, 0,  Ind, Mob, 2, 2    ; Cmn
Leon Tech,          4, 1,  Feu, Cmn, 3, 4    ; Cmp
Conscription,       7,-1,  no,  nil, 2, 0    ; Csc
Fortification tech, 4, 0,  nil, nil, 0, 4    ; Cst
Al-Walid Tech,      4, 0,  E2,  nil, 2, 1    ; Cor
Infrastructure 2,   4, 1,  Met, nil, 0, 1    ; Cur
Iconoclasm,         5, 1,  Cmp, MT,  2, 2    ; Dem
Caliph Tech,        4, 1,  Cer, nil, 2, 1    ; Eco
Bulgar Tech,        4, 0,  Alp, nil, 2, 4    ; E1 
Umayyad Tech,       4, 1,  Eco, nil, 3, 4    ; E2 
Khazar Tech,        4, 0,  Alp, nil, 0, 4    ; Eng
Nubian Tech,        3, 1,  Alp, nil, 3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Heraclius tech,     4,-1,  Ind, Iro, 0, 0    ; Feu
Conquest,           4,-1,  Cer, nil, 0, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Folk defence,       4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  no,  nil, 0, 0    ; Hor
Roman Tech,         6, 0,  Alp, nil, 2, 1    ; Ind
Invention,          6, 0,  nil, no,  1, 4    ; Inv
Focas tech,         5,-1,  Ind, nil, 0, 4    ; Iro
Siege Engines 1,    4,-1,  nil, nil, 0, 0    ; Lab
Siege Engines 2,    4, 0,  Lab, nil, 0, 0    ; Las
Yemen tech,         5,-1,  Cer, nil, 0, 0    ; Ldr
Infrastructure 3,   5, 2,  Cur, nil, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, no,  2, 4    ; Too
Muslim Piracy 2,    4,-1,  no,  Iro, 1, 3    ; Mag
Map exchange tech,  6,-1,  Lit, nil, 0, 1    ; Map
Gouverment tech,    4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  Cor, 3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  Phi, no,  1, 1    ; Med
Infrastructure tech,6,-2,  nil, nil, 0, 4    ; Met
Weaken Persians tec,4, 1,  AFl, AFl, 0, 0    ; Min
Army Reforms,       8,-1,  Feu, Chi, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, no,  0, 2    ; Mon
Christian tech,     5, 1,  Alp, nil, 1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, no,  0, 2    ; PT 
Pottery,            4, 1,  no,  nil, 0, 1    ; Pot
Monastic tech,      5,-1,  MT,  nil, 3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Advanced Farming,   3, 1,  Lit, nil, 3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, no,  2, 1    ; San
Maximos tech,       4, 1,  Wri, MT,  0, 2    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Avar Tech,          3,-2,  Alp, nil, 3, 0    ; Sth
Mardait tech,       4,-1,  Wri, Ind, 1, 3    ; SE 
Steel,              4,-1,  E1,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Muslim Piracy 1,    6,-1,  no,  nil, 2, 0    ; Tac
Integral Christian, 3, 2,  Dem, MT,  1, 2    ; The
Berber tech,        4, 0,  Alp, Alp, 1, 0    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  no,  Phi, 1, 3    ; Uni
---,                4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  nil, 0, 4    ; Whe
Monotheletism,      4, 2,  Feu, MT,  0, 3    ; Wri
Future Technology,  1, 0,  no,  Rec, 3, 3    ; FT 
Ante Portas,        3, 0,  AFl, Alp, 0, 0    ; U1 
Virgin Mary Tech,   3, 0,  X5,  Cmn, 0, 0    ; U2 
Roman Galley,       3, 0,  X3,  Lit, 0, 0    ; U3 
Latin galley,       3, 0,  X6,  Amp, 0, 0    ; X1 
Muslim Galley tech, 3, 0,  Cer, X6,  0, 0    ; X2 
Galley tech,        3, 0,  X5,  X6,  0, 0    ; X3 
Dhow tech,          3, 0,  X7,  Cer, 0, 0    ; X4 
Dromon tech,        3, 0,  X6,  Ind, 0, 0    ; X5 
Mediterrean tech,   3, 0,  Alp, nil, 0, 0    ; X6 
Indian Ocean tech,  3, 0,  Alp, nil, 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
Muslim Piracy 1,           1, 0,    no, 
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    Mob,
Granary,                   6, 1,    Met,
Mosque,                    1, 1,    Cer,
Marketplace,               8, 1,    Met,
Library,                   8, 1,    Met,
Courthouse,                8, 1,    Met,
City Walls,                8, 2,    Met,
Well,                      8, 2,    Met,
Merchants' Quater,        12, 3,    Cur,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Lit,
---,                      16, 4,    no, 
Theater,                  10, 4,    Met,
Blacksmith's,             20, 4,    Cur,
Craftmans' Quater,        32, 6,    Lit,
---,                      20, 4,    no, 
---,                      20, 2,    no, 
---,                      16, 4,    no, 
Watermill,                24, 4,    Cur,
Armenian quater,          16, 2,    Cur,
Mint,                     16, 4,    Lit,
Sewer System,             12, 2,    Cur,
?????,                     8, 3,    no, 
Caravanserai,             20, 5,    Lit,
?????,                    16, 3,    no, 
---\,                     10, 2,    no, 
Coastal Fortress,          8, 1,    Cur,
?????,                    32, 4,    no, 
Fishing Port,              6, 1,    Met,
Harbour,                  16, 3,    Lit,
----,                     16, 3,    no, 
???/,                      6, 2,    no, 
War Port,                  8, 3,    Cur,
----,                      8, 0,    no, 
-----,                    16, 0,    no, 
----,                     32, 0,    no, 
Capitalisation,           60, 0,    Cor,
Carthago,                 20, 0,    nil,
Hagia Sophia,             20, 0,    Ind,
Lighthouse,               20, 0,    Aut,
Colossus,                 20, 0,    Aut,
Georgios Pisides,         30, 0,    Feu,
Qubbath as-Sakhra,        30, 0,    Cor,
Thematic System,          30, 0,    Cmn,
Persepolis,               30, 0,    Ast,
????,                     30, 0,    Eng,
Ctesiphon,                20, 0,    Ast,
al-Ka'ba,                 40, 0,    Cer,
Cappadocian Fathers,      30, 0,    Ind,
?????,                    40, 0,    no, 
San Apollinare in Classe, 30, 0,    Ind,
?????,                    40, 0,    no, 
Holy Sepulchre,           40, 0,    MT, 
Acropolis,                40, 0,    nil,
Pyramids,                 40, 0,    nil,
Ephesos,                  40, 0,    Aut,
??????,                   40, 0,    no, 
Pantheon,                 30, 0,    Ind,
The Blessed City,         60, 0,    MT, 
??????,                   60, 0,    no, 
Mauritius,                40, 0,    Ind,
---,                      60, 0,    no, 
Diocletian's Palace,      60, 0,    Ind,
Umayyads' Mosque,         60, 0,    Cor,
Monotheletism,            60, 0,    Wri,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Carthago
Dem,        ; Hagia Sophia
no,         ; Lighthouse
no,         ; Colossus
Ind,        ; Georgios Pisides
no,         ; Qubbath as-Sakhra
no,         ; Thematic System
Mob,        ; Persepolis
Ind,        ; ????
Feu,        ; Ctesiphon
nil,        ; al-Ka'ba
no,         ; Cappadocian Fathers
nil,        ; ?????
Wri,        ; San Apollinare in Classe
Aut,        ; ?????
Iro,        ; Holy Sepulchre
no,         ; Acropolis
Dem,        ; Pyramids
Ind,        ; Ephesos
nil,        ; ??????
Iro,        ; Pantheon
no,         ; The Blessed City
nil,        ; ??????
Ind,        ; Mauritius
Ind,        ; ---
MT,         ; Diocletian's Palace
nil,        ; Umayyads' Mosque
Sea,        ; Monotheletism


;
;    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
Mountains,    no,  0,  0.,0,  0a,15d, 6h,1f,  4,0,  1, no,  000010000000000
Settlers,     no,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000
Slavic warrior,no,  0,  1.,0,  4a,2d,  2h,1f,  4,0,  1, Ato, 000011100000111
Visigoths,    U1,  0,  1.,0,  5a,1d,  1h,1f,  4,0,  1, Amp, 000000000000000
Frankish HI,  no,  0,  1.,0,  5a,2d,  2h,1f,  4,0,  1, U1,  000010000000000
Roman HI,     no,  0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Feu, 000010000000000
Roman HI,     Feu, 0,  1.,0,  4a,1d,  1h,1f,  4,0,  1, Chi, 000000000000000
Exarch,       no,  0,  0.,0,  0a,5d,  5h,1f,  3,0,  1, no,  000000000000001
---,          no,  0,  2.,0,  7a,2d,  2h,1f, 90,0,  0, no,  000001001000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Persian HI,   no,  0,  1.,0,  4a,2d,  2h,1f,  4,0,  1, Ast, 000010000000000
Fanatic monks,no,  0,  2.,0,  7a,2d,  2h,1f, 90,0,  0, no,  000001000000010
Khazar HI,    no,  0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Eng, 000010000000000
Paratroopers, no,  0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000
Abyssynian HI,no,  0,  0.,0,  4a,4d,  2h,1f,  4,0,  1, Env, 000010000000000
Persian LC,   no,  0,  2.,0,  6a,1d,  2h,1f,  4,0,  0, Ast, 000000000000000
Persian HC,   no,  0,  2.,0,  9a,2d,  2h,1f,  4,0,  0, Ast, 000000000000000
Roman HC,     Mob, 0,  2.,0,  8a,2d,  2h,1f,  6,0,  0, Chi, 000000000000000
Roman HC2,    no,  0,  2.,0,  8a,2d,  2h,1f,  6,0,  0, Mob, 000000000000000
Roman LC,     no,  0,  2.,0,  6a,1d,  2h,1f,  4,0,  0, Chi, 000000000000000
Khazar HC,    no,  0,  2.,0,  8a,2d,  2h,1f,  6,0,  0, Eng, 000001000000000
Avar LC,      no,  0,  2.,0,  6a,1d,  2h,1f,  4,0,  0, Sth, 000000000000000
Arab Cav,     no,  0,  2.,0,  8a,3d,  3h,1f,  6,0,  0, Cer, 000000000000000
LSE,          no,  0,  1.,0,  9a,1d,  2h,1f,  8,0,  0, Lab, 000000001000000
HSE,          no,  0,  1.,0, 10a,1d,  3h,1f, 10,0,  0, Las, 000000001000000
Roman LI,     no,  0,  1.,0,  5a,1d,  2h,1f,  3,0,  0, Chi, 000000000000000
Dlubanka,     no,  2,  2.,0,  4a,0d,  1h,1f,  1,1,  2, Ato, 001000000101010
Slavic LI,    no,  0,  1.,1,  6a,1d,  2h,1f,  3,0,  0, Ato, 000001000000101
Abyssynian LI,no,  0,  0.,2,  6a,1d,  2h,1f,  3,0,  0, Env, 000001000000001
Abyssynian Cav,no,  0,  2.,0,  8a,2d,  2h,1f,  6,0,  0, Env, 000000000000000
Arab LI,      no,  0,  1.,1,  6a,1d,  2h,1f,  3,0,  0, Cer, 000000000000000
Avar HC,      no,  0,  2.,2,  8a,2d,  2h,1f,  6,0,  0, Sth, 000000000000000
Liburna,      X5,  2,  4.,0,  4a,1d,  1h,1f,  6,2,  2, X6,  000000000000000
Dromona,      X3,  2,  4.,0,  5a,2d,  1h,1f,  8,3,  2, X5,  000000000000000
Transport ship,X3,  2,  3.,0,  0a,2d,  1h,1f,  6,4,  4, X6,  000000000000000
Dungiya,      X4,  2,  4.,0,  3a,1d,  1h,1f,  6,2,  2, X7,  000000000000000
Dhow,         X2,  2,  4.,0,  5a,3d,  1h,1f,  7,2,  2, X4,  000000000000000
Latin Galley 1,Ind, 2,  5.,0,  6a,3d,  1h,1f,  9,4,  2, X3,  000000000000000
Latin Galley 2,Ind, 2,  6.,0,  7a,4d,  2h,1f, 10,5,  2, X1,  000000000000000
Rom Galley 1, Amp, 2,  5.,0,  6a,3d,  1h,1f,  9,4,  2, X3,  000000000000000
Rom Galley 2, Amp, 2,  6.,0,  7a,4d,  2h,1f, 10,5,  2, U3,  000000000000000
Muslim galley,no,  2,  5.,0,  7a,4d,  2h,1f, 14,5,  2, X2,  000000000000000
Khazar LC,    no,  0,  2.,0,  6a,1d,  2h,1f,  4,0,  0, Eng, 000001000000001
Focas,        no,  0,  4.,0, 22a,6d,  5h,1f, 99,0,  0, no,  000000001000001
Heraclius,    no,  0,  2.,1, 14a,5d,  2h,3f,  6,0,  0, no,  000010001000011
Virgin Mary,  Ind, 1,  0.,127,  0a,15d,12h,1f, 127,0,  1, U2,  110010000000001
Diplomat,     no,  1, 42.,127,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Missionary,   no,  0,  3.,0,  0a,0d,  1h,1f, 34,0,  6, no,  000000000000011
Trader,       Cer, 0,  2.,0,  0a,1d,  1h,1f,  6,0,  7, MT,  000000000000010
Trader,       no,  0,  2.,0,  0a,1d,  1h,1f,  6,0,  7, Cor, 000000000000010
Bulgars,      no,  0,  2.,0,  9a,3d,  3h,1f, 99,0,  0, no,  000000000000011
Frankish Cav, no,  0,  2.,0,  8a,2d,  2h,1f,  6,0,  0, Amp, 000000000000000
Slavic Cav,   no,  0,  2.,0,  8a,2d,  2h,1f,  6,1,  0, Ato, 000001000000111
Khazar LI,    no,  0,  1.,4,  6a,1d,  2h,1f,  4,0,  0, Eng, 000000000000000
Arab HI,      no,  0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Cer, 000010000000000
Caucasian,    nil, 0,  1.,0,  8a,3d,  3h,1f, 127,0,  0, no,  000011001000011
Indians,      nil, 0,  1.,0,  7a,5d,  3h,1f,  1,0,  1, no,  000010000000000
Saxons,       nil, 0,  1.,0,  8a,5d,  3h,1f,  1,0,  0, no,  000011001000001
Berbers,      nil, 0,  2.,0,  9a,3d,  2h,1f,  5,0,  0, no,  000001000000011
Arabs,        no,  0,  2.,0,  9a,3d,  2h,1f,  1,0,  0, Cer, 000001001000010
Prussians,    no,  0,  0.,0,  9a,5d,  3h,1f,  1,0,  1, no,  000010000000001
St. Demetrios,no,  1,  0.,0,  0a,8d,  4h,1f,  4,0,  1, no,  000100000000001

;
; 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,     5,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   yes, 2,22,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 1,   no,  0, 0,  0,  Hil,   ; Grs
Forest,     4,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      3,4,  1,0,0,   yes, 1,10, 1,   yes, 3,16,  1,  Pln,   ; Hil
Mountains,  9,7,  0,1,0,   no,  1,10, 0,   yes, 2,20,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      9,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   yes, 0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Sheep,      1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Furs,       2,3,  3,2,0,
Olives,     2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Frogs,      2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Traders,    0,2,  1,0,6,
Camels,     1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     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,
Moose,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Traders,    5,2,  1,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Middle Empire,  Basileus,    Basilea
Fundamentalism, Shah, Shah
Early BE,       Augustus,    Augusta
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, 3, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend
Alexander,    Hippolyta,           1, 6, 3, Greeks,      Greek,       1,  1, -1,     4, Nabi, Nabi
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 1, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina
Shaka,        Shakala,             0, 2, 2, Zulus,       Zulu,       -1, -1,  1,     4, Negus, Negus
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, 0, English,     English,     0,  1,  0,     4, Lord Protector
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, King, Queen
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun
Canute,       Gunnhild,            1, 3, 1, Vikings,     Viking,      1,  1,  0,     4, King, Queen
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     4, Khagan, Khagan
Xerxes,       Scheherezade,        0, 5, 3, Persians,    Persian,     0,  1, -1,     4, Shah, Shahine
Hannibal,     Dido,                0, 6, 0, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 3, Sioux,       Sioux,       0,  0,  0,     4, Khagan, Khagan

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,
Leather,
Cloth,
Salt,
Glass,
Copper,
Dye,
Wine,
Silk,
Paper,
Spice,
Gems,
Silver,
Ivory,
Gold,


@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













