;
;   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
6       ; 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
10      ; Riot factor based on # cities (higher factor lessens the effect)
49      ; Aqueduct needed to exceed this size
50      ; 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
4       ; 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.
0       ; Fundamentalism loses this % of science
100     ; Percent shield penalty for production type change
100     ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; 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
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 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,  Aut, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Spanish Obsolence,  4, 0,  no,  nil, 1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
German Tech,        3,-2,  no,  nil, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 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,  FP,  Rec, 3, 3    ; FT 
User Def Tech A,    3, 0,  nil, no,  0, 0    ; U1 
Event Tech 1,       3, 0,  no,  nil, 0, 0    ; U2 
Event Tech 2,       3, 0,  no,  nil, 3, 0    ; U3 
American Tech,      3, 0,  no,  nil, 3, 0    ; X1 
Spanish Tech,       3, 0,  nil, nil, 0, 0    ; X2 
Rebel Tech,         3, 0,  no,  nil, 0, 0    ; X3 
Euro Tech,          3, 0,  no,  nil, 3, 0    ; X4 
Imperial Policy,    3, 0,  no,  nil, 0, 0    ; X5 
Rebel Obsolence,    3, 0,  nil, nil, 0, 0    ; X6 
Neutrality,         3, 0,  U1,  nil, 3, 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,
Capital,                  10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Defenses,             8, 0,    Mas,
Water System,              8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
City Newpaper,            10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Local Mining,             16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    Env,
Harbor,                    6, 1,    Sea,
Naval Construction,       16, 3,    Min,
Aerodrome,                16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Metropoli Control,        20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Anticorruption Corp,      30, 0,    Mas,
USA Imperialism Force,    30, 0,    Feu,
Global Capitalism,        30, 0,    Eng,
Imperialism System,       20,50,    Tra,
Michelangelo's Chapel,    40, 0,    MT, 
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    The,
Isaac Newton's College,   40, 0,    ToG,
Adam Smith's Trading Co., 40, 0,    Eco,
Darwin's Voyage,          40, 0,    RR, 
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             30,50,    SE, 
Women's Suffrage,         60, 0,    Ind,
Hoover Dam,               60, 0,    E2, 
Manhattan Project,        60,50,    NF, 
United Nations,           60, 0,    Cmn,
Apollo Program,           60,50,    nil,
SETI Program,             60, 0,    Cmp,
Cure for Cancer,          60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
nil,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
U3,         ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settler,      Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
A. Regulars,  nil, 0,  2.,0,  5a,5d,  1h,1f,  4,0,  1, X1,  000000000000010
Rebel Infantry,nil, 0,  2.,0,  3a,2d,  2h,1f,  1,0,  1, X3,  000010000000000
S. Volunteers,nil, 0,  2.,0,  3a,3d,  1h,1f,  2,0,  1, X2,  000000000000000
A. Volunteers,nil, 0,  2.,0,  4a,3d,  1h,1f,  2,0,  1, X1,  000000000000000
E. Volunteers,Sth, 0,  2.,0,  3a,3d,  1h,1f,  2,0,  1, X4,  000000000000000
S. Regulars,  nil, 0,  2.,0,  4a,4d,  1h,1f,  4,0,  1, X2,  000010000000000
Militia,      nil, 0,  2.,0,  4a,2d,  2h,1f,  1,0,  0, X3,  000100000000011
Guerilla,     nil, 0,  2.,0,  6a,2d,  2h,1f,  2,0,  0, X3,  000100000000011
Dissenters,   nil, 0,  2.,0,  2a,1d,  2h,1f,  1,0,  0, no,  000100000000000
E. Regulars,  Sth, 0,  2.,0,  5a,6d,  1h,1f,  4,0,  1, X4,  000001000000000
S. Marines,   nil, 0,  1.,0,  5a,4d,  1h,1f,  5,0,  1, X2,  000000000000100
A. Marines,   nil, 0,  1.,0,  6a,5d,  1h,1f,  5,0,  0, X1,  000000000000100
E. Marines,   Sth, 0,  1.,0,  6a,6d,  1h,1f,  5,0,  1, X4,  000000100000100
Rebel Marines,nil, 0,  1.,0,  4a,4d,  1h,1f,  3,0,  0, X3,  000000000000100
R. Cavalry,   nil, 0,  3.,0,  5a,2d,  1h,1f,  3,0,  0, X3,  000000000000000
S. Cavalry,   nil, 0,  3.,0,  5a,2d,  1h,1f,  5,0,  0, X2,  000000000000000
A. Cavalry,   nil, 0,  3.,0,  5a,3d,  1h,1f,  5,0,  0, X1,  000000000000000
E. Cavalry,   Sth, 0,  3.,0,  5a,4d,  1h,1f,  5,0,  0, X4,  000000000000000
Aguinaldo,    nil, 0,  6.,0,  8a,7d,  1h,1f, 10,0,  0, no,  000000000000000
Gomez,        nil, 0,  4.,0,  7a,4d,  2h,1f, 10,0,  0, no,  000000000000000
Rough Riders, nil, 0,  4.,0,  7a,4d,  1h,1f, 10,0,  0, no,  000000000000000
Aranguren,    nil, 0,  4.,0,  6a,5d,  1h,1f, 10,0,  0, no,  000000000000000
R. Artillery, nil, 0,  1.,0,  6a,1d,  1h,2f,  4,0,  0, X3,  000000000000000
Coastal Cannon,nil, 1,  1.,1,  5a,1d,  2h,2f,  7,0,  0, X6,  100000000001010
Euro Artillery,nil, 0,  1.,0,  8a,1d,  1h,2f,  6,0,  0, X4,  000000000000000
US Artillery, nil, 0,  1.,0,  7a,2d,  1h,2f,  6,0,  0, X1,  000000001000000
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
Bomber,       Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Mine,         nil, 1,  0.,0,  0a,12d, 2h,1f, 10,0,  0, no,  100000000000001
Stl. Fighter, nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stl. Bomber,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Landing Ship, nil, 2, 14.,0,  0a,2d,  1h,1f,  4,4,  4, nil, 000000000100000
Transport,    nil, 2,  8.,0,  0a,3d,  1h,1f,  6,8,  4, X6,  000000000000000
Sp. Destroyer,nil, 2, 12.,0,  5a,3d,  2h,2f, 11,0,  2, X2,  000000000000000
Sp. Cruiser,  nil, 2, 10.,0,  3a,5d,  2h,2f, 11,0,  2, X2,  000000000000000
Sp. Man of War,nil, 2,  9.,0,  5a,5d,  2h,2f, 12,0,  2, X2,  000000000000000
Sp. Battleship,nil, 2,  8.,0,  7a,7d,  2h,2f, 14,0,  2, X2,  100000000000001
US Destroyer, nil, 2, 12.,0,  6a,4d,  2h,2f, 12,0,  2, X1,  100000000000001
US Cruiser,   nil, 2, 10.,0,  4a,6d,  3h,2f, 12,0,  2, X1,  110000000000001
US Man of War,nil, 2,  9.,0,  6a,6d,  2h,2f, 13,0,  2, X1,  000000000000001
Torpedo Ship, nil, 2,  6.,0,  8a,2d,  2h,2f, 11,0,  2, X6,  000000000001001
US Battleship,nil, 2,  8.,0,  8a,8d,  4h,2f, 15,0,  2, X1,  000000010000001
Euro Cruiser, nil, 2, 10.,0,  5a,6d,  2h,2f, 12,8,  2, X4,  000000000000000
E. Battleship,nil, 2,  8.,1,  9a,9d,  2h,2f, 16,0,  2, X4,  001000000000000
Civil Guards, nil, 0,  0.,1,  0a,6d,  1h,1f,  4,0,  1, X2,  001000000000000
Conc. Camp,   nil, 0,  0.,0,  0a,6d,  2h,1f,  8,0,  1, U2,  000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
U-Boat,       nil, 2,  5.,0, 10a,1d,  2h,1f, 12,0,  2, Sth, 000001000000010
Farm Workers, nil, 0,  0.,0,  0a,2d,  1h,1f,  1,0,  0, no,  000000000000000
Machine Guns, X1,  0,  0.,0,  0a,8d,  1h,1f,  6,0,  1, X6,  000000000000000
Guerilla,     Ind, 0,  3.,4,  5a,2d,  2h,1f,  4,0,  0, no,  000000000000000
Neutral Guards,nil, 0,  2.,0,  2a,4d,  1h,1f,  3,0,  1, X7,  000000000000000
Neutral Inf., nil, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, X7,  000000000000000
Neutrals,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
A. Mach. Guns,nil, 0,  1.,0,  0a,8d,  1h,1f,  5,0,  1, X1,  000000000000000
E. Mach. Guns,Sth, 0,  1.,0,  0a,8d,  1h,1f,  5,0,  1, X4,  000000000000000
G. Mach. Guns,nil, 0,  1.,0,  0a,8d,  1h,1f,  5,0,  1, Sth, 000000000000000
G. Troops,    nil, 0,  2.,0,  6a,5d,  1h,1f,  4,0,  1, Sth, 000000000000100
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  0, 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
Sugar,      1,2,  1,2,4,   yes, 1, 5, 5,   yes, 1, 5,  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,   Hil, 0,10,  1,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  1,2,6,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  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,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Plains,     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,
Swamp,      2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Buffalo,    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,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whaling,    1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Citizen,     Citizen
Despotism,      Dictator,    Dictator
Monarchy,       King,        Queen
Monarchy,       Prime Minister,Prime Minister
Democracy,      President,   President
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,    Ishtari,             0, 2, 0, Cubans, Cuban, -1,  1, -1,
William McKinley, Maria Theresa,       0, 3, 0, Americans,   American,    1,  1, -1,     4, President, Archbishop, 6, President, Chancellor
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,      -1, -1,  1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Praxedes Sagasta,Catherine the Great, 1, 1, 3, Spanish Royalists,Spanish,     1,  1,  1,     2, Prime Minister, Czarina, 4, Prime Minister, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Victoria,               0, 4, 3, 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, 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,
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, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Wilheim,       Scheherezade,        0, 5, 0, Germans,    German,     1,  1, -1,     2, Kaiser, Shah,  4, Kaiser, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Sugar,
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 Plantation,      E
Go to,              G


@DIFFICULTY
Citizen
Mayor
Govenor
Senator
Prime Minister
President

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













