;
;   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
4       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
60      ; # 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
22      ; 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
50      ; 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
3       ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
2       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
50      ; 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
Chariot Racing,     4, 0,  Rad, Too, 0, 2    ; AFl
Bireme,             4, 0,  nil, nil, 0, 3    ; Alp
Catapult,           4, 0,  Tac, Cmp, 0, 0    ; Amp
Theatres,           4, 0,  Mys, Mat, 0, 3    ; Ast
Base Techs,         4, 0,  no,  no,  0, 0    ; Ato
CUT,                4, 0,  no,  no,  0, 0    ; Aut
Civil Service,      4, 0,  Tra, Gue, 0, 1    ; Ban
Arched Bridges,     4, 0,  Iro, Cst, 0, 4    ; Bri
Siege Eguipment,    4, 0,  nil, nil, 0, 4    ; Bro
Religious Cults,    4, 0,  nil, nil, 0, 2    ; Cer
Quatrireme,         4, 0,  SFl, Med, 0, 3    ; Che
Siege Warfare,      4, 0,  Feu, Hor, 0, 0    ; Chi
Code of Laws,       4, 0,  Alp, nil, 0, 2    ; CoL
Plebis Tribunal,    4, 0,  NF,  AFl, 0, 2    ; CA 
Corvus,             4, 0,  Ref, Plu, 0, 1    ; Cmb
Frescos,            4, 0,  FP,  Phi, 0, 2    ; Cmn
Fishing Fleet,      4, 0,  Sea, Ast, 0, 4    ; Cmp
Dockyards,          4, 0,  Sth, Met, 0, 0    ; Csc
Public Baths,       4, 0,  Mas, Cur, 0, 4    ; Cst
Legion Fort,        4, 0,  FP,  Eco, 0, 2    ; Cor
Amphora,            4, 0,  Bro, nil, 0, 1    ; Cur
Mercenary Elite,    4, 0,  Roc, E2,  0, 0    ; Dem
Merchantile Centre, 4, 0,  Ban, SFl, 0, 1    ; Eco
Canals,             4, 0,  Met, Mag, 0, 2    ; E1 
Public Games,       4, 0,  E1,  Cor, 0, 2    ; E2 
Forum,              4, 0,  Whe, Cst, 0, 2    ; Eng
Envoys,             4, 0,  Alp, nil, 0, 3    ; Env
Insulae,            4, 0,  Sth, Cmn, 0, 0    ; Esp
Non African,        4, 0,  AFl, Alp, 0, 0    ; Exp
Market Trade,       4, 0,  War, Mon, 0, 0    ; Feu
CUT,                4, 0,  no,  no,  0, 0    ; Fli
Dictatorship,       4, 0,  MT,  Csc, 0, 2    ; Fun
Water Sawmill,      4, 0,  Sup, Ban, 0, 2    ; FP 
CUT,                4, 0,  no,  no,  0, 2    ; Gen
Citizen Resistance, 4, 0,  Lit, CoL, 0, 2    ; Gue
CUT,                4, 0,  no,  no,  0, 0    ; Gun
Mercenary Horse,    4, 0,  nil, nil, 0, 0    ; Hor
CUT,                4, 0,  no,  no,  0, 0    ; Ind
CUT,                4, 0,  no,  no,  0, 0    ; Inv
Engineering,        4, 0,  Bro, War, 0, 0    ; Iro
Craftsmen,          4, 0,  Rob, Iro, 0, 0    ; Lab
Customs,            4, 0,  Cmb, ToG, 0, 2    ; Las
Greek Literature,   4, 0,  Chi, Lab, 0, 0    ; Ldr
Grain Surplus,      4, 0,  Env, CoL, 0, 3    ; Lit
Parthian Rivalry,   4, 0,  Stl, Tac, 0, 0    ; Too
Military Roads,     4, 0,  Phy, Iro, 0, 1    ; Mag
Maritime Charts,    4, 0,  Alp, nil, 0, 3    ; Map
Shrines,            4, 0,  nil, nil, 0, 4    ; Mas
Fire Watch,         4, 0,  NP,  Cor, 0, 2    ; MP 
Trireme,            4, 0,  Alp, Mas, 0, 3    ; Mat
Aqueducts,          4, 0,  Tra, Phi, 0, 4    ; Med
Gladatorial Combat, 4, 0,  Lab, SFl, 0, 0    ; Met
The Veteran Law,    4, 0,  Too, E2,  0, 2    ; Min
CUT,                4, 0,  no,  no,  0, 0    ; Mob
Later Republic,     4, 0,  CoL, Cer, 0, 2    ; Mon
Social Hygene,      4, 0,  Phi, PT,  0, 2    ; MT 
State Religion,     4, 0,  Cer, nil, 0, 2    ; Mys
CUT,                4, 0,  no,  no,  0, 0    ; Nav
Spoils of War,      4, 0,  NP,  Tac, 0, 0    ; NF 
Seafaring,          4, 0,  Cmb, Sth, 0, 2    ; NP 
Greek Philosophy,   4, 0,  Mys, Env, 0, 2    ; Phi
Construction,       4, 0,  Cmp, Lit, 0, 2    ; Phy
Advanced Mining,    4, 0,  Ref, Roc, 0, 1    ; Pla
Mosaics,            4, 0,  Lab, Che, 0, 4    ; Plu
Archimedes,         4, 0,  Cer, Hor, 0, 2    ; PT 
Transport Ships,    4, 0,  nil, nil, 0, 1    ; Pot
Postal Service,     4, 0,  Las, E1,  0, 1    ; Rad
CUT,                4, 0,  no,  no,  0, 0    ; RR 
The Grain Dole,     4, 0,  MP,  Sth, 0, 2    ; Rec
Mining,             4, 0,  Che, Cor, 0, 4    ; Ref
Agricultural Reforms,4, 0,  San, E1,  0, 1    ; Rfg
CUT,                4, 0,  no,  no,  0, 2    ; Rep
Gold Standard,      4, 0,  Eng, Phy, 0, 1    ; Rob
Soldiers Land Grants,4, 0,  AFl, E2,  0, 2    ; Roc
Circus Maximus,     4, 0,  Med, Eng, 0, 4    ; San
Great Library,      4, 0,  Map, Pot, 0, 0    ; Sea
Greek Scholars,     4, 0,  Mat, Phi, 0, 3    ; SFl
Sewer System,       4, 0,  Ban, Rob, 0, 2    ; Sth
Military Reforms,   4, 0,  Phy, Rob, 0, 4    ; SE 
Warship Wharfs,     4, 0,  E1,  FP,  0, 0    ; Stl
Ballista,           4, 0,  SE,  Bri, 0, 2    ; Sup
Harbour Defences,   4, 0,  Ldr, Csc, 0, 2    ; Tac
Sanitation,         4, 0,  MT,  Feu, 0, 2    ; The
Greek Culture,      4, 0,  Ast, nil, 0, 2    ; ToG
Mercantilism,       4, 0,  Cur, CoL, 0, 1    ; Tra
CUT,                4, 0,  no,  no,  0, 0    ; Uni
Cavalry Tactics,    4, 0,  Hor, nil, 0, 0    ; War
Forges,             4, 0,  Hor, nil, 0, 2    ; Whe
CUT,                4, 0,  no,  no,  0, 0    ; Wri
Christianity,       4, 0,  Rfg, Min, 0, 2    ; FT 
Non Civilized,      1, 0,  no,  no,  0, 0    ; U1 
Non Hellenic,       1, 0,  no,  no,  0, 0    ; U2 
Non African,        1, 0,  no,  no,  0, 0    ; U3 
Non Roman,          1, 0,  no,  no,  0, 0    ; X1 
Non Macedonian,     1, 0,  no,  no,  0, 0    ; X2 
Non Celtic,         1, 0,  no,  no,  0, 0    ; X3 
Non Seleucid,       1, 0,  no,  no,  0, 0    ; X4 
Non Ptolemic,       1, 0,  no,  no,  0, 0    ; X5 
Non Germanic,       1, 0,  no,  no,  0, 0    ; X6 
Non Carthaginian,   1, 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,
Senate,                   10, 0,    nil,
Barracks,                  4, 0,    SE, 
Granary,                   6, 0,    Lit,
Temple,                    4, 0,    Mas,
Market,                    8, 0,    Feu,
Rhetor,                    8, 1,    SFl,
Law Courts,                8, 1,    CoL,
City Walls,                0, 0,    nil,
Aqueduct,                 12, 2,    Med,
Treasury,                 12, 3,    Rob,
Public Baths,             12, 3,    Cst,
Forum,                    16, 5,    Eng,
Emergency Taxes,          60, 0,    CA, 
Ampitheatre,              10, 2,    Ast,
Forge,                    25, 4,    Whe,
Workshop,                 25, 4,    Lab,
-SDI,                     20, 0,    no, 
Gold Reserves,            80, 0,    NF, 
Mines,                    25, 4,    Ref,
Canal System,             25, 4,    E1, 
Marble Quarry,            25, 4,    FP, 
Customs House,            16, 4,    Las,
Sewer System,             16, 3,    Sth,
Public Housing,           12, 3,    Esp,
Military Roads,           20, 5,    Mag,
University,               16, 5,    Ban,
-SAM,                     10, 0,    no, 
Harbour Chain,             8, 1,    Tac,
Slave Market,             25, 4,    NF, 
Harbor,                    6, 1,    Cmp,
Dockyards,                25, 3,    Csc,
-AIR,                     16, 0,    no, 
Plebis Tribunal,           6, 1,    CA, 
Warship Wharf,            20, 3,    Stl,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Taxes,                    60, 0,    no, 
Silk Road,                60, 0,    nil,
The Colosseum,            80, 0,    Met,
Merchantile Centre,       60, 0,    Eco,
Warfleet Arsenal,         60, 0,    nil,
CUT,                      60, 0,    no, 
Stonehenge,               60, 0,    nil,
Roman Senate,             60, 0,    nil,
Fortress of Sarmizegetusa,60, 0,    nil,
The Grand Mines,          60, 0,    Pla,
CUT,                      60, 0,    no, 
The Hippodrome,           80, 0,    AFl,
Archimedes School,        60, 0,    PT, 
Lighthouse of Alexandria, 60, 0,    nil,
Circus Maximus,           60, 0,    San,
CUT,                      60, 0,    no, 
Soldiers Land Grants,     80, 0,    Roc,
The Great Library,        60, 0,    Sea,
Aristotles Lyceum,        60, 0,    nil,
The Great University,     80, 0,    Ldr,
CUT,                      60, 0,    no, 
Eiffel Tower,             60, 0,    no, 
The Veteran Law,          60, 0,    Min,
CUT,                      40, 0,    no, 
CUT,                      40, 0,    no, 
CUT,                      40, 0,    no, 
CUT,                      40, 0,    no, 
CUT,                      40, 0,    no, 
The Grain Dole,           60, 0,    Rec,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Silk Road
nil,        ; The Colosseum
nil,        ; Merchantile Centre
nil,        ; Warfleet Arsenal
nil,        ; CUT
nil,        ; Stonehenge
nil,        ; Roman Senate
nil,        ; Fortress of Sarmizegetusa
nil,        ; The Grand Mines
nil,        ; CUT
nil,        ; The Hippodrome
nil,        ; Archimedes School
nil,        ; Lighthouse of Alexandria
nil,        ; Circus Maximus
nil,        ; CUT
nil,        ; Soldiers Land Grants
nil,        ; The Great Library
nil,        ; Aristotles Lyceum
nil,        ; The Great University
nil,        ; CUT
nil,        ; Eiffel Tower
nil,        ; The Veteran Law
nil,        ; CUT
nil,        ; CUT
nil,        ; CUT
nil,        ; CUT
nil,        ; CUT
nil,        ; The Grain Dole


;
;    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
Slaves,       nil, 0,  2.,0,  0a,2d,  1h,1f,  3,0,  5, nil, 000000000000000
Engineer,     U1,  0,  2.,0,  0a,3d,  2h,1f,  4,0,  5, Iro, 000000000000000
Equites,      X1,  0,  4.,0,  7a,3d,  4h,6f,  7,0,  0, War, 000000000000011
Hetaroi,      U2,  0,  4.,0,  8a,2d,  4h,6f,  7,0,  0, War, 000000000000011
Gaul Warband, X3,  0,  2.,0,  8a,2d,  2h,7f,  6,0,  0, nil, 000000000000111
Gaul Warrior, X3,  0,  2.,0,  5a,3d,  2h,3f,  5,0,  0, Ato, 000000000000010
Roman General,X1,  0,  4.,0, 10a,5d,  4h,6f, 10,0,  0, Aut, 000000001000111
German Warrior,X6,  0,  2.,0,  5a,3d,  2h,3f,  5,0,  0, Ato, 000000000000010
Rich Village, nil, 0,  0.,0,  1a,3d,  1h,1f,  1,0,  7, Aut, 000000000000000
Slinger,      U1,  0,  2.,0,  5a,2d,  2h,4f,  3,0,  0, Gue, 000001000000111
Gaul Warchief,X3,  0,  4.,0, 11a,4d,  4h,6f, 10,0,  0, Aut, 000000001000111
Cretan Toxotoi,U2,  0,  2.,0,  6a,3d,  2h,5f,  5,0,  0, Chi, 000001001000110
Frankish Warrior,X6,  0,  2.,0,  8a,3d,  4h,7f,  8,0,  0, SE,  000000001000110
Celtiberian Warrior,X7,  0,  2.,0,  8a,3d,  4h,7f,  8,0,  0, SE,  000000000000100
Dacian Warrior,X6,  0,  2.,0,  9a,5d,  4h,6f,  9,0,  0, Dem, 000000001000110
Celtic Warrior,X3,  0,  2.,0,  8a,4d,  4h,6f,  8,0,  0, SE,  000000000000100
Skythian Archer,X6,  0,  5.,0,  9a,1d,  3h,6f,  7,0,  0, Hor, 000000001000011
War Elephant, U3,  0,  2.,0,  9a,2d,  5h,6f,  8,0,  0, Hor, 000000001000101
Numidian Cavalry,Exp, 0,  2.,0,  7a,2d,  3h,5f,  7,0,  0, Hor, 000001000000111
Macedonian Strategos,X2,  0,  4.,0,  9a,6d,  4h,6f, 10,0,  0, Aut, 000000001000111
Italian Warrior,nil, 0,  2.,0,  7a,2d,  3h,5f,  6,0,  0, Aut, 000000000000110
German Warband,X6,  0,  2.,0,  8a,2d,  2h,7f,  6,0,  0, nil, 000000000000111
Catapult,     nil, 0,  2.,0, 10a,1d,  2h,6f, 10,0,  0, Amp, 000000001000000
Galatian Warrior,X3,  0,  2.,0,  9a,4d,  4h,7f,  9,0,  0, Dem, 000000001000110
Battering Ram,nil, 0,  2.,0,  8a,2d,  3h,5f,  8,0,  0, Bro, 000000001000000
Siege Tower,  nil, 0,  2.,0, 10a,3d,  4h,5f, 10,0,  0, Chi, 000000001000001
Ballista,     U1,  0,  2.,0,  6a,1d,  2h,5f,  6,0,  0, Sup, 000000001000110
Ptolemid Strategos,X5,  0,  4.,0, 10a,5d,  5h,6f, 10,0,  0, Aut, 000000001000111
Armenian Cavalry,X4,  0,  4.,0,  9a,4d,  4h,7f,  9,0,  0, Dem, 000000000000011
Sacred Band,  X7,  0,  4.,0,  7a,3d,  4h,6f,  7,0,  0, War, 000000000000011
Sarmatian Cavalry,X6,  0,  4.,0,  8a,3d,  4h,6f,  8,0,  0, War, 000000000000011
Transport Ship,nil, 2, 10.,0,  0a,3d,  2h,2f,  5,6,  4, Pot, 000000000000000
Bireme,       nil, 2, 12.,0,  5a,3d,  2h,2f,  6,0,  2, Alp, 000000000000001
Quinquereme,  U1,  2,  8.,0,  8a,6d,  5h,5f, 12,0,  2, Cmb, 000000000000000
Quatrireme,   U1,  2,  8.,0,  7a,5d,  4h,4f, 10,0,  2, Che, 000000000000000
Trireme,      U1,  2, 10.,0,  6a,4d,  3h,3f,  8,0,  2, Mat, 000000000000001
Hoplite,      U2,  0,  2.,0,  5a,4d,  2h,3f,  5,0,  1, nil, 000000000000000
Spartan Phalanx,X2,  0,  2.,0,  8a,4d,  4h,7f,  8,0,  0, SE,  000000000000100
Hypaspyst,    U2,  0,  2.,0,  8a,2d,  3h,5f,  7,0,  0, nil, 000000000000110
African General,X7,  0,  4.,0, 10a,5d,  5h,6f, 10,0,  0, Aut, 000000001000111
African Foot, X7,  0,  2.,0,  7a,3d,  3h,6f,  7,0,  0, nil, 000000000000110
Legion,       X1,  0,  2.,0,  8a,4d,  4h,6f,  8,0,  0, SE,  000000000000100
German Warchief,X6,  0,  4.,0, 11a,4d,  4h,6f, 10,0,  0, Aut, 000000001000111
Seleucid Strategos,X4,  0,  4.,0,  9a,6d,  4h,6f, 10,0,  0, Aut, 000000001000111
Hastati,      X1,  0,  2.,0,  5a,2d,  2h,4f,  4,0,  0, nil, 000001000000110
Principes,    X1,  0,  2.,0,  7a,3d,  3h,5f,  7,0,  0, nil, 000000000000110
Envoy,        nil, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  6, Env, 000000000000011
Merchant,     nil, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Triarii,      X1,  0,  2.,0,  5a,3d,  2h,4f,  5,0,  1, nil, 000000000000000
Punic Infantry,X7,  0,  2.,0,  4a,3d,  3h,3f,  5,0,  1, nil, 000000000000000
Latin Warrior,U1,  0,  2.,0,  6a,3d,  3h,5f,  6,0,  0, Aut, 000001000000000
Samnite Warrior,U1,  0,  2.,0,  5a,3d,  2h,3f,  5,0,  1, Aut, 000001000000110
Skythian Cavalry,X6,  0,  4.,0,  9a,3d,  4h,6f,  9,0,  0, Dem, 000000000000011
Pictian Warband,X3,  0,  2.,0,  8a,2d,  2h,6f,  7,0,  0, NF,  000000000000111
Numidian Infantry,X7,  0,  2.,0, 10a,2d,  4h,6f,  9,0,  0, Dem, 000000001000110
Illyrian Peltast,U1,  0,  2.,0,  6a,2d,  2h,6f,  5,0,  0, Aut, 000001000000110
Iberian Warrior,U1,  0,  2.,0,  5a,3d,  2h,3f,  5,0,  1, Aut, 000001000000110
Ptolemid Infantry,X5,  0,  2.,0,  8a,4d,  4h,6f,  8,0,  0, SE,  000000000000100
Iberian Cavalry,X3,  0,  4.,0,  8a,3d,  4h,6f,  8,0,  0, War, 000000000000110
Thracian Peltast,X2,  0,  2.,0,  7a,2d,  2h,5f,  6,0,  0, nil, 000001000000110
Armenian Foot,X4,  0,  2.,0,  8a,4d,  4h,7f,  8,0,  0, SE,  000000001000110
Celtic Chariot,X3,  0,  5.,0,  9a,1d,  4h,5f,  7,0,  0, nil, 000000000000011

;
; 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,     2,1,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  1,  Pln,   ; Drt
Plains,     1,1,  1,1,0,   yes, 2, 5, 1,   For, 0,10,  5,  Grs,   ; Pln
Grassland,  1,2,  1,0,1,   yes, 2, 5, 1,   Gla, 0,15,  5,  Hil,   ; Grs
Woods,      2,3,  1,2,1,   Pln, 0, 5, 1,   no,  0, 0,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1, 5, 5,   yes, 3,10,  1,  Grs,   ; Hil
Mountains,  3,5,  0,1,0,   no,  0, 0, 0,   yes, 3,15,  1,  Hil,   ; Mou
Wasteland,  1,2,  0,0,0,   yes, 1, 5, 1,   yes, 1,10,  5,  Pln,   ; Tun
Town,       1,3,  3,3,3,   yes, 3,10, 2,   yes, 3,10,  2,  no,    ; Gla
Swamp,      3,3,  1,0,1,   Grs, 0,10, 1,   For, 0, 5,  5,  Jun,   ; Swa
Orchard,    1,2,  1,1,3,   yes, 2,10, 2,   yes, 2,10,  2,  Grs,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      2,1,  3,0,3,
Horses,     1,1,  1,4,1,
Grassland,  1,2,  1,1,1,
Wild Boar,  2,4,  2,2,2,
Marble,     2,4,  1,3,2,
Shrine,     3,6,  1,1,4,
Sheep,      1,2,  2,1,1,
Pigs,       1,4,  4,4,4,
Pottery,    3,3,  1,2,3,
Dyes,       1,2,  1,0,5,
Fish,       1,2,  4,0,2,
Sandstone,  2,1,  0,0,6,
Wheat,      1,1,  3,0,3,
Grassland,  1,2,  1,1,1,
Sunflowers, 2,4,  3,0,3,
Wine,       2,4,  1,0,5,
Copper,     3,6,  0,6,2,
Camels,     1,2,  2,2,2,
Chickens,   1,4,  4,4,4,
Reeds,      3,3,  1,2,3,
Olives,     1,2,  2,0,4,
Sea Trade,  1,2,  3,2,4,




@GOVERNMENTS
Tyrany,         Warlord,     Warlord
Early Republic, Consul,      Consul
Later Republic, Consul,      Consul
Imperium,       Emperor,     Emperor
Dictatorship,   Rex,         Rex
Utopia,         Oligarch,    Oligarch 
Pure Democracy, Archon,      Archon  

;
;   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
Seleucis,       Seleucus,          0, 1, 0, Seleucids,         Seleucid,      1,  1, -1,     
Hannibal,       Hannibal,          0, 2, 0, Carthaginians,     Carthaginian,  1,  1, -1,     
Vercingetorix,  Vercingetorix,     0, 3, 2, Celts,             Celtic,        1,  1, -1,     
Ptolemy,        Ptolemy,           0, 4, 3, Ptolemids,         Ptolemid,      1,  1, -1,     
Attila,         Attila,            0, 5, 2, Germanics,         Germanic,      1,  1, -1,     
Antigonus,      Antigonus,         0, 6, 0, Macedonians,       Macedonian,    1,  1, -1,      
Caesar,         Caesar,            0, 7, 1, Romans,            Roman,         1,  1, -1,      
Seleucis,       Seleucus,          0, 1, 0, Persians,      Persian,      1,  1, -1,     
Hannibal,       Hannibal,          0, 2, 0, Carthaginians, Carthaginian,    -1,  0,  0,     
Vercingetorix,  Vercingetorix,     0, 3, 2, Celts,         Celtic,        1,  1, -1,     
Ptolemy,        Ptolemy,           0, 4, 3, Egyptians,     Egyptian,    -1,  0,  0,     
Attila,         Attila,            0, 5, 2, Germanics,     Germanic,    -1, -1,  1,     
Antigonus,      Antigonus,         0, 6, 0, Greeks,        Greek,      1,  1, -1,      
Caesar,         Caesar,            0, 7, 1, Romans,        Roman,     1,  1, -1,     
Seleucis,       Seleucus,          0, 1, 0, Persians,      Persian,      1,  1, -1,     
Hannibal,       Hannibal,          0, 2, 0, Carthaginians, Carthaginian,    -1,  0,  0,     
Vercingetorix,  Vercingetorix,     0, 3, 2, Celts,         Celtic,        1,  1, -1,     
Ptolemy,        Ptolemy,           0, 4, 3, Egyptians,     Egyptian,    -1,  0,  0,     
Attila,         Attila,            0, 5, 2, Germanics,     Germanic,    -1, -1,  1,     
Antigonus,      Antigonus,         0, 6, 0, Greeks,        Greek,      1,  1, -1,      
Caesar,         Caesar,            0, 7, 1, Romans,        Roman,     1,  1, -1,     

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
Dye,
Pottery,
Gold,
Wool,
Slaves,
Silver,
Silk,
Papyrus,
Bronze,
Tin,
Cloth,
Copper,
Weapons,
Wild Animals,
Marble,
Armour,


@ORDERS
Fortify,            F
Fortified,          F
Rest,               S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Town,         E
Go to,              G


@DIFFICULTY
Slave
Pleb
Merchant
Equarian
Sanator 
Emperor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













