;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   Rules file for the scen 'The Great War'
;   by Stephan Sander a.k.a. jim panse
;   April 2004
;

;
;   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
4       ; 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)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
30      ; 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
20      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
1       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
66      ; Percent shield penalty for production type change
6       ; 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
Deflector Gear,		6,-2,  PT,  nil, 1, 4    ; AFl		0
Railroad Companies,	6,-2,  Bri, nil, 3, 4    ; Alp
Russian Empire,		0, 0,  no,  no,  0, 2    ; Amp
Chemical Industries,	4, 1,  Bri, E1,  1, 0    ; Ast
Civil Services,		4, 1,  Pot, nil, 3, 2    ; Ato
American Dualism,	0, 0,  no,  no,  3, 2    ; Aut		5
Local Industries,	0, 0,  Feu, nil, 1, 0    ; Ban
Industrialisation,    	0, 0,  E1,  Mys, 1, 0    ; Bri
New Steel Industries,	4, 1,  Bri, E1,  1, 0    ; Bro
War Patriotism,		0, 0,  PT,  nil, 2, 4    ; Cer
Barrel Construction,	6,-2,  Chi, U3,  3, 1    ; Che		10
Tank Design,		6,-2,  Env, nil, 3, 1    ; Chi
Massive Mortars,	6,-2,  Inv, Esp, 2, 1    ; CoL
Central Fighters II,	7,-2,  Min, Phy, 1, 4    ; CA 
Day Bombing Raids,	6,-2,  AFl, nil, 2, 2    ; Cmb
Red Revolution,		0, 0,  no,  no,  0, 0    ; Cmn		15
Improved Conditions,	4, 1,  San, MP,  3, 2    ; Cmp
Military Draft,		0, 0,  PT,  nil, 2, 4    ; Csc
Not used,		0, 0,  no,  no,  0, 0    ; Cst
War Bond Industries,	6, 1,  Eco, nil, 3, 3    ; Cor
Banking,		6, 1,  PT,  nil, 3, 3    ; Cur		20
Parliamentary Democracy,0, 0,  no,  no,  3, 2    ; Dem
Wartime Economy,	6, 1,  Cur, nil, 3, 2    ; Eco
Organised Labour,	0, 0,  Ban, nil, 3, 2    ; E1 
European Alliances,	0, 0,  no,  no,  2, 4    ; E2 
Submersible Raiders,	7,-2,  SFl, nil, 2, 0    ; Eng		25
Armoured Cars,		6,-2,  Gen, Stl, 2, 4    ; Env
Heavy Mortars,		6,-2,  Tac, nil, 2, 1    ; Esp
Entente Fighters III,	6,-2,  Met, Ref, 1, 4    ; Exp
Rural Industries,      	0, 0,  PT,  nil, 1, 0    ; Feu
Military Aviation,	5,-1,  Mat, nil, 1, 4    ; Fli		30
Stormtrooper Tactics,	6,-2,  Gen, Inv, 0, 1    ; Fun
Colonial Troops,	6,-2,  Ldr, PT,  2, 4    ; FP 
Mass Infantry Tactics,	6,-2,  Iro, nil, 2, 4    ; Gen
Bolshevik Uprising,	0, 0,  no,  no,  0, 0    ; Gue
Rememberance Day,	0, 0,  no,  no,   1, 2    ; Gun		35
Cavalry Troops,		6,-2,  Ldr, nil, 2, 4    ; Hor
Romanov Dynasty,  	0, 0,  no,  no,  0, 2    ; Ind
Central Powers,		0, 0,  no,  no,  0, 1    ; Inv
Trench Warfare,		6,-2,  Ldr, nil, 2, 3    ; Iro
Labour Unions,		4, 1,  Sup, nil, 1, 0    ; Lab		40
Schlieffen Plan,	0, 0,  Inv, nil, 0, 1    ; Las
Officer Corps,		0, 0,  PT,  nil, 2, 4    ; Ldr
Newspapers,		4, 1,  Pot, nil, 3, 2    ; Lit
New Mining Industries,	4, 1,  Bri, E1,  1, 0    ; Too
Dreadnoughts,		7,-2,  Map, nil, 2, 0    ; Mag		45
Light Warships,		6,-2,  Nav, nil, 2, 0    ; Map
Sea Blockade,		6,-2,  Nav, Rob, 2, 0    ; Mas
Rationing,		7,-2,  Eco, nil, 3, 2    ; MP 
Flying Corps,		0,-1,  PT,  nil, 1, 4    ; Mat
Consumer Goods,		7,-2,  Pot, nil, 3, 3    ; Med		50
Entente Fighters II,	6,-2,  SE,  Phy, 1, 4    ; Met
Central Fighters I,	6,-1,  AFl, Inv, 1, 4    ; Min
New Entente Armies,	6,-1,  War, nil, 2, 4    ; Mob
Russian Imperialism,	0, 0,  no,  no,  0, 2    ; Mon
Public Houses,		4, 1,  Med, nil, 3, 2    ; MT 		55
Commerce,		0, 0,  PT,  nil, 3, 3    ; Mys
Naval Power,		6,-2,  PT,  nil, 2, 0    ; Nav
Battleships,		7,-2,  Mag, Tac, 2, 0    ; NF 
Improved Naval Tactics,	6,-2,  Nav, Rad, 2, 0    ; NP 
Prussian Militarism,	0, 0,  no,  no,  0, 1    ; Phi		60
Interrupter Gear,	6,-2,  AFl, nil, 1, 4    ; Phy
Morroccan Army,		6,-2,  Mob, FP,  0, 3    ; Pla
Twice Removed,		1, 0,  no,  no,  0, 0    ; Plu
The 20th Century,	1, 0,  no,  no,  3, 2    ; PT 
Trading Economy,	0, 0,  Mys, Tra, 3, 3    ; Pot		65
Radio Communications,	6,-2,  Ldr, Rec, 2, 4    ; Rad
Not used,		0, 0,  no,  no,  1, 1    ; RR 
Total War Industry,	4,-2,  Sup, Eco, 1, 0    ; Rec
Improved Fighters,	6,-2,  Phy, nil, 1, 4    ; Ref
Import more raw matriel,5,1,  Tra, nil, 3, 4    ; Rfg		70
European Imperialism,	0, 0,  no,  no,  2, 4    ; Rep
Merchant Shipping,	6,-2,  Nav, The, 3, 0    ; Rob
Poison Gas Shells,	4,-2,  Ast, Tac, 2, 4    ; Roc
Civilian Housing,	4, 1,  Lab, Eco, 3, 2    ; San
Battlecruisers,		6,-2,  Map, Mag, 2, 0    ; Sea		75
Submersibles,		6,-2,  Mas, nil, 2, 0    ; SFl
Air Bombardment,	6,-2,  Cmb, nil, 2, 2    ; Sth
Entente Fighters I,	6,-2,  AFl, War, 1, 4    ; SE 
Increased Arms Output,	6,-2,  Rec, Cor, 1, 0    ; Stl
New Factories,		7,-2,  Bro, Ast, 1, 0    ; Sup		80
Improved Ballistics,	6, 2,  Whe, nil, 2, 1    ; Tac
Export more weapons,	5, 1,  Tra, nil, 3, 4    ; The
Central Fighters III,	7,-2,  CA,  Ref, 1, 4    ; ToG
Supply and Demand,	4, 1,  PT,  nil, 3, 4    ; Tra
Recruitment,		7,-2,  Ldr, Lit, 2, 4    ; Uni		85
Armies of the Entente,	6,-2,  no,  no,  0, 3    ; War
Artillery,		6,-2,  PT,  nil, 2, 1    ; Whe
Tank Construction,	6,-2,  Chi, X5,  3, 1    ; Wri
New War Plan,		0, 0,  nil, nil, 2, 4    ; ... 
Red Negro Uprising,	0, 0,  no,  no,  0, 0    ; U1 		90
Canadian Army,		1, 0,  no,  no,  0, 3    ; U2 
U.S. Army,		1, 0,  no,  no,  1, 2    ; U3 
Italian Army,		1, 0,  no,  no,  1, 3    ; X1 
Ottoman Army,		1, 0,  no,  no,  0, 4    ; X2 
C.S. Army,		1, 0,  no,  no,  1, 1    ; X3 		95
Anti-Entente Propaganda,1, 0,  no,  no,  2, 4    ; X4 
Anti-Central Propaganda,1, 0,  no,  no,  2, 4    ; X5 
Zeppelin Construction,	0, 0,  Inv, nil, 1, 4    ; X6 
Teddy Roosevelt,	1, 0,  no,  no,  1, 2    ; 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.
;

;
; 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,
Seat of Government,	 1, 0,    Plu,
Military Compound,	 6, 3,    Csc,
Regional Supplies,	 6, 2,    Tra,
City Newspapers,	 6, 1,    Lit,
Bank,			12, 1,    Cur,
Postal Services,	 8, 2,    Ato,
City Services,		 8, 2,    nil,
City Defences,		 8, 3,    Csc,
Sewer System,		12, 2,    Alp,
Local Industries,	14, 1,    Ban,
War News,		10, 1,    Med, 
War Censors,		12, 1,    MT,
Penal Camps,		12, 3,    nil,
Increased Wages,	 6, 4,    Lab,
Factories,		20, 4,    Bri,
Total War Production,	 6,12,    Rec,
Not used,		20, 4,    no,
Factory Guards,		10, 4,    Cmp
Local Mining,		16, 4,    Too,
Increased Production,	 6, 9,    Stl, 
Ammunition Plant,	16, 3,    Sup,
War Bonds Plan,		16, 1,    Cor,
Improved Housing,	12, 2,    San,
Fertilizer Factory,	10, 2,    Rfg,
Capital Rail Yard,	20, 1,    Plu,
Officer Academy,	16, 3,    Uni,
Anti Aircraft Guns,	10, 3,    Sth,
Coastal Defences,	12, 3,    Map,
Army Garrison,		12, 4,    Gen,
Fishing Industry,	10, 1,    Nav,
Naval Industry,		16, 3,    Sup,
Aerodrome,		20, 4,    Mat,
Military Police,	10, 3,    Cer,
Naval Compound,		12, 3,    Nav,
not used,		 8, 0,    no,
not used,		16, 0,    no,
not used,		32, 0,    no,
City Commerce,		60, 0,    Eco,
Ukraine Wheat Fields,	10, 0,    nil,
Italian Unification,	10, 0,    nil,
British Sea Commerce,	10, 0,    nil,
Hochseeflotte,		10, 0,    nil,
Irredenta,		10, 0,    nil,
War Propaganda,		10, 0,    nil,
French War Effort,	10, 0,    nil,
Deutschlands Armee,	10, 0,    nil,
Krupp Stahl Werke,	10, 0,    nil,
German-Ottoman Alliance,10, 0,    nil,
Goods Exports,		50, 1,    The,
Science Investments,	50, 4,    Ast,
Royal Admirality,	10, 3,    nil,
Champs-Elyses,		10, 0,    nil,
Suez Canal,		10, 2,    nil,
Belgium,		10, 0,    nil,
Intelligence Agency,	60, 3,    Rad,
Victory Bonds raised,	60, 0,    Rec,
War Science Effort,    200, 4,    Rec,
Statue of Rememberance,	10, 0,    nil,
Quadruple Entente,	10, 0,    nil,
Winter Palace,		10, 0,    nil,
Trans-Continental Railway,10,4,   Alp,
Robert E. Lee Memorial,	10, 0,    nil, 
Russian Civil War,	10, 9,    Cmn, 
Dominion of Canada,	10, 0,    nil,
U.S. War Department,	60, 2,    Gun,
Prussian Militarism,	10, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
X1,         ; Great Library
nil,        ; Oracle
Mob,        ; 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
PT,         ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
Gue,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
Mob,        ; 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
Engineers,		nil, 0,  2.,0,  0a,1d,  2h,1f,  3,0,  5, nil, 000000000000000
Fokker E.III,		E2,  1,  5.,1,  5a,2d,  2h,3f,  6,0,  3, Min, 000000000010001
French Conscripts,	Mob, 0,  2.,0,  6a,3d,  3h,3f,  4,0,  3, War, 000000001010000
Arme Francaise,	nil, 0,  2.,0,  5a,4d,  3h,3f,  3,0,  1, Mob, 000000001010000
B.E.F.,			Mob, 0,  2.,0,  6a,4d,  4h,4f,  6,0,  0, War, 000000001010000
British Troops,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, Mob, 000000001010000
Airco DH-2,		nil, 1,  5.,1,  5a,2d,  2h,3f,  6,0,  3, SE,  000000000010001
Wright Fighting Scout,	X5,  1,  7.,1,  7a,3d,  3h,3f,  9,0,  3, ToG, 000000000010001
Mormon Insurgents,	nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  3, no,  000001001010010
Red Insurgents,		nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  3, no,  000001001010010
Italian Troops,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  0, X1,  000000001010000
Austrian Troops,	nil, 0,  2.,0,  4a,4d,  4h,2f,  3,0,  1, Inv, 000000001010000
Prussian Guards,	Fun, 0,  2.,0,  7a,5d,  5h,3f, 12,0,  0, Phi, 000000001010000
German Army,		nil, 0,  2.,0,  6a,4d,  3h,3f,  4,0,  1, Inv, 000000001010000
Armoured Car,		X5,  0,  2.,0,  8a,3d,  3h,4f,  7,0,  0, Env, 000000000010000
Cavalry,		X4,  0,  3.,0,  7a,2d,  3h,4f, 11,0,  0, Hor, 000000000010011
Cossacks,		nil, 0,  4.,0,  8a,2d,  3h,3f,  4,0,  0, Ind, 000000000010011
Cavalry,		X5,  0,  3.,0,  7a,2d,  2h,5f, 11,0,  0, Hor, 000000000010011
Nieuport No.17,		nil, 1,  7.,1,  7a,3d,  3h,2f,  7,0,  3, Met, 000000000010001
Spad S.XIII,		nil, 1,  7.,1,  7a,3d,  3h,3f,  9,0,  3, Exp, 000000000010001
Gotha G-V,		X5,  1,  7.,2, 10a,3d,  3h,3f, 12,0,  0, Cmb, 000000001010001
Airco DH-4,		nil, 1,  6.,2,  8a,2d,  2h,3f, 10,0,  0, Sth, 000000001000001
Mark.IV Tank,		nil, 0,  2.,0, 12a,4d,  4h,4f, 16,0,  0, Wri, 000000000010010
75mm Field Gun,		X4,  0,  1.,0,  8a,2d,  8h,1f,  9,0,  0, Whe, 000010001010000
150mm Howitzer,		X4,  0,  1.,0, 10a,1d,  8h,3f, 14,0,  0, Esp, 000010001010000
7.7cm Field Gun,	X5,  0,  1.,0,  8a,2d,  8h,1f,  9,0,  0, Whe, 000010001010000
15cm Howitzer,		X5,  0,  1.,0, 10a,1d,  8h,3f, 14,0,  0, Esp, 000010001010000
Monoplane,		nil, 1,  5.,1,  5a,1d,  2h,3f,  5,0,  3, Fli, 000000000010001
Biplane,		nil, 1,  6.,1,  6a,2d,  2h,3f,  6,0,  3, Phy, 000000000010001
Zeppelin,		nil, 1, 10.,2,  8a,1d,  4h,2f, 15,0,  0, X6,  000000001000001
Irish Insurgents,	nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  3, no,  000001001010010
Handley-Page 100,	X4,  1,  8.,2, 10a,4d,  3h,3f, 12,0,  0, Cmb, 000000001000001
Improved Biplane,	nil, 1,  7.,1,  6a,3d,  3h,3f,  9,0,  3, Ref, 000000000010001
Albatros D.Va,		X5,  1,  7.,1,  7a,3d,  3h,3f,  9,0,  3, ToG, 000000000010001
Fokker Dr.I,		X5,  1,  7.,1,  7a,3d,  3h,2f,  7,0,  3, CA,  000000000010001
Martin Monoplane,	Inv, 1,  6.,1,  5a,2d,  2h,3f,  6,0,  3, Min, 000000000010001
Freighter,		nil, 2, 14.,0,  0a,3d,  2h,1f,  7,2,  4, Rob, 000000000000000
Destroyer,		nil, 2, 14.,0,  4a,2d,  4h,1f, 15,0,  2, Map, 100000000000001
Cruiser,		nil, 2, 12.,0,  6a,3d,  3h,2f, 20,0,  2, Nav, 100000000000001
Battlecruiser,		nil, 2, 12.,0, 10a,4d,  4h,3f, 25,0,  2, Sea, 000000000000000
Battleship,		nil, 2, 10.,0, 10a,5d,  4h,3f, 30,0,  2, NF,  000000000000000
Submersible,		nil, 2,  7.,0,  8a,2d,  4h,2f, 12,0,  2, SFl, 000000000001001
Submersible Raider,	nil, 2,  9.,0,  9a,2d,  4h,2f, 15,0,  2, Eng, 000000000001001
Armed Freighter,	nil, 2, 12.,0,  6a,2d,  3h,2f, 10,1,  4, Mas, 000000000000000
Alpini,			nil, 0,  2.,0,  6a,4d,  3h,2f,  8,0,  0, X1,  000000001010000
Poison Gas,		nil, 0,  1.,0, 12a,0d,  6h,1f, 12,0,  0, Roc, 001000000010000
Garrison,		nil, 0,  0.,0,  4a,4d,  3h,2f,  2,0,  1, Csc, 000000001000000
Strongpoint,		nil, 0,  0.,0, 0a,10d,  8h,1f, 18,0,  5, no,  000000000000000
Armoured Car,		X4,  0,  2.,0,  8a,3d,  3h,4f,  7,0,  0, Env, 000000000010000
Supply Convoy,		nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, Mys, 000000000000010
Tirailleurs d'Afrique,	nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  0, Pla, 000000001010000
MG Troops,		X4,  0,  1.,0,  3a,4d,  3h,3f,  4,0,  1, Iro, 000010000010000
MG Troop,		X5,  0,  1.,0,  3a,4d,  3h,3f,  4,0,  1, Iro, 000010000010000
Siege Artillery,	nil, 0,  1.,0, 14a,1d, 10h,3f, 14,0,  0, CoL, 000000001010000
C.S. Army,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, X3,  000000001010000
Russian Troops,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, Amp, 000000001010000
Sturmtruppen,		nil, 0,  2.,0,  9a,4d,  5h,3f, 20,0,  0, Fun, 000000001010000
U.S. Army,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, U3,  000000001010000
Canadian Troops,	nil, 0,  2.,0,  5a,4d,  3h,3f,  6,0,  0, no,  000000001010000
Red Negroes,		nil, 0,  2.,0,  6a,4d,  4h,3f,  6,0,  3, no,  000001001010010
Barrel,			nil, 0,  2.,0, 12a,4d,  4h,4f, 18,0,  0, Che, 000000000010010
Ottoman Army,		nil, 0,  2.,0,  5a,3d,  3h,3f,  3,0,  1, X2,  000000001010000

;
; 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,  0,0,0,   no,  1,40, 3,   no,  1, 5,  3,  Pln,   ; Drt
Scrub Grass,	1,3,  1,0,0,   yes, 1,20, 1,   yes, 3,15,  0,  Grs,   ; Pln
Pasture,	1,3,  2,1,0,   yes, 2,10, 2,   yes, 3,10,  0,  no,    ; Grs
Forest,		4,2,  0,2,0,   Pln, 0,30, 2,   no,  0, 5,  0,  Grs,   ; For
Hills,		2,4,  1,0,0,   yes, 2,20, 1,   yes, 4,30,  2,  no,    ; Hil
Mountains,	6,6,  0,0,0,   no,  1,50, 0,   yes, 6,60,  2,  no,    ; Mou
Steppe,		1,2,  1,0,0,   yes, 1,20, 1,   no,  0,15,  0,  Pln,   ; Tun
Frozen,		1,2,  0,0,0,   no,  1,40, 3,   no,  1, 5,  3,  no,    ; Gla
Northern Forest,4,2,  0,2,0,   Pln, 1,20, 3,   no,  0,15,  0,  Grs,   ; Swa
Jungle/Swamp,	3,3,  1,1,0,   Pln, 0,20, 2,   no,  4,35,  0,  Grs,   ; Jun
Sea/River,	1,3,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Desert,		1,2,  0,0,0,
Village,	2,4,  1,4,4,
Pasture,	1,3,  2,1,1,
Forest,		4,2,  0,2,0,
Industries,	2,4,  0,8,2,
Peak,		6,6,  0,0,0,
Village,	2,4,  1,4,4,
Frozen,		1,2,  0,0,0,
Northern Forest,4,2,  0,2,0,
Jungle/Swamp,	3,3,  1,1,0,
Fish,		1,3,  3,1,2,
Desert,		1,2,  0,0,0,
Village,	2,4,  1,4,4,
Pasture,	1,3,  2,1,1,
Forest,		4,2,  0,2,0,
Industries,	2,4,  0,8,2,
Peak,		6,6,  0,0,0,
Village,	2,4,  1,4,4,
Frozen,		1,2,  0,0,0,
Northern Forest,4,2,  0,2,0,
Jungle/Swamp,	3,3,  1,1,0,
Trade Route,	1,3,  1,3,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
War Governemnt,	Leader,	     Leader
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
Nicholas II,		Nicholas II,		0, 1, 1, Russian Empire,	Russian,	 0,  1,  1,	4, Tzar, Tzar
Vittorio Emmanuele II,	Vittorio Emmanuele II,	0, 2, 0, Italia,		Italian,	-1, -1,  1,	4, King, King
Wilhelm II,		Wilhelm II,		0, 3, 3, Central Powers,	German,		 1, -1,  1,	4, Kaiser, Kaiser
Woodrow Wilson,		Woodrow Wilson,		1, 4, 0, Confederate States,	American,	 0,  0,  1,	4, President, President
Theodore Roosevelt,	Theodore Roosevelt,	0, 5, 1, United States,		American,	-1,  0,  1,	4, President, President
George V,		George V,		1, 6, 1, Entente cordiale,	Allied,		 0,  1, -1,     4, King, King
Mehmed V,		Mehmed V,		0, 7, 2, Ottoman Empire,	Ottoman,	-1, -1,  0,	4, Sultan, Sultan
Nicholas II,		Nicholas II,		0, 1, 1, Russian Empire,	Russian,	 0,  1,  1,	4, Tzar, Tzar
Vittorio Emmanuele II,	Vittorio Emmanuele II,	0, 2, 0, Italia,		Italian,	-1, -1,  1,	4, King, King
Wilhelm II,		Wilhelm II,		0, 3, 3, Central Powers,	German,		 1, -1,  1,	4, Kaiser, Kaiser
Woodrow Wilson,		Woodrow Wilson,		1, 4, 0, Confederate States,	American,	 0,  0,  1,	4, President, President
Theodore Roosevelt,	Theodore Roosevelt,	0, 5, 1, United States,		American,	-1,  0,  1,	4, President, President
George V,		George V,		1, 6, 1, Entente cordiale,	Allied,		 0,  1, -1,     4, King, King
Mehmed V,		Mehmed V,		0, 7, 2, Ottoman Empire,	Ottoman,	-1, -1,  0,	4, Sultan, Sultan
Nicholas II,		Nicholas II,		0, 1, 1, Russian Empire,	Russian,	 0,  1,  1,	4, Tzar, Tzar
Vittorio Emmanuele II,	Vittorio Emmanuele II,	0, 2, 0, Italia,		Italian,	-1, -1,  1,	4, King, King
Wilhelm II,		Wilhelm II,		0, 3, 3, Central Powers,	German,		 1, -1,  1,	4, Kaiser, Kaiser
Woodrow Wilson,		Woodrow Wilson,		1, 4, 0, Confederate States,	American,	 0,  0,  1,	4, President, President
Theodore Roosevelt,	Theodore Roosevelt,	0, 5, 1, United States,		American,	-1,  0,  1,	4, President, President
George V,		George V,		1, 6, 1, Entente cordiale,	Allied,		 0,  1, -1,     4, King, King
Mehmed V,		Mehmed V,		0, 7, 2, Ottoman Empire,	Ottoman,	-1, -1,  0,	4, Sultan, Sultan

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
Armaments,
Cloth,
Bearings,
Salt,
Sugar,
Coal,
Steel,
Iron,
Wine,
Ammo,
Grain,
Gasoline,
Ore,
Gold,
Oil,
Petroleum,


@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
Captain   
Major  
Colonel
Brigadier
General 
Field Marshal

@ATTITUDES
Brotherly
Loyal
Trusting
Receptive
Neutral
Distant
Icy
Hostile
Furious













