;
;   CIVILIZATION GAME DATA 8/6/98
;   Copyright (c) 1999 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.
;   All values entered in rules.txt are bounded by +/-127. 
;   However, this does not mean that all numbers within this 
;   range will work properly, for example, unit costs must 
;   not exceed 17.
;
@COSMIC
3       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
18      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
30      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2) - 20 0riginally
3       ; Monarchy  pays support for all units past this (max 8)
3       ; Communism pays support for all units past this (max 8)
8       ; Fundamentalism pays support for all units past this (max 8)
0       ; Communism is equivalent of this palace distance.
90      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
1	; Value of each citizen to the Civilization Score.
20	; Value of each wonder to the Civilization Score.
1	; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success) 
-10	; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile. 
1	; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
5	; Value to the Civilization Score of each future tech researched.
0	; Penalty assessed to Civilization Score each time player betrays another race.
0	; Cost to Civilization Score (+ or -) for each unit destroyed.
11111111	; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0    ; Helicopters pick up huts 0=no 1=yes

;
;   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
Unionism,           3, 0,  Rep, CoL, 0, 0    ; AFl -U only (0)
Abolitionism,       3, 0,  Wri, Sth, 0, 0    ; Alp
Army,               3, 0,  War, Map, 0, 0    ; Amp
Democrats,          3, 0,  CoL, Cer, 0, 0    ; Ast
Neutrality,         3, 0,  U2,  Sup, 0, 0    ; Ato -Neutrals and British only (4)
British Style,      3, 0,  U2,  no,  0, 0    ; Aut
Banking,            3, 0,  MT,  Tra, 0, 0    ; Ban
Engineering,        3, 0,  Cmn, nil, 0, 0    ; Bri
Repeating Carbine,  3, 0,  Lab, Eco, 0, 0    ; Bro -U only (8)
Christianity,       3, 0,  Cmn, nil, 0, 0    ; Cer
Draft Riots,        3, 0,  Cor, Csc, 0, 0    ; Che -C only (10)
C. S. Army,         3, 0,  Amp, Phi, 0, 0    ; Chi (11)
Constitution,       3, 0,  MT,  Lit, 0, 0    ; CoL -U,C and N only (12)
Combined Arms,      3, 0,  no,  no,  0, 0    ; CA
Commerce Raiding,   3, 0,  Stl, Nav, 0, 0    ; Cmb -C only (14)
British Empire,     3, 0,  U2,  nil, 0, 0    ; Cmn -B only (15)
Submarine,          3, 0,  Stl, Iro, 0, 0    ; Cmp -C only (16)
Conscription,       3, 0,  Gun, Phy, 0, 0    ; Csc (17) 
Construction,       3, 0,  no,  no,  0, 0    ; Cst
Copperheads,        3, 0,  Ast, Phi, 0, 0    ; Cor -C only (19)
Diplomacy,          3, 0,  CoL, Lit, 0, 0    ; Cur
Democracy,          3, 0,  no,  no,  0, 0    ; DemX
U. S. Army,         3, 0,  Amp, AFl, 0, 0    ; Eco (22)
Emancipation,       3, 0,  Alp, Eco, 0, 0    ; E1  -U only (23)
British Army,       3, 0,  Cmn, Amp, 0, 0    ; E2
Engineers,          3, 0,  no,  no,  0, 0    ; Eng
Neutral Army,       3, 0,  Amp, Ato, 0, 0    ; Env
Espionage,          3, 0,  Cur, Gun, 0, 0    ; Esp
Expansionism,       3, 0,  Rob, Fun, 0, 0    ; Exp
Fortification,      3, 0,  Amp, Bri, 0, 0    ; Feu
Blockade,           3, 0,  Whe, Gun, 0, 0    ; Fli -U only (30)
Native Tribes,      3, 0,  U2,  nil, 0, 0    ; Fun -Souix, Civilized and Plains Indians only (31)
British Navy,       3, 0,  Cmn, Nav, 0, 0    ; FP
War Industry,       3, 0,  U2,  nil, 0, 0    ; Gen (33)
Irregular Warfare,  3, 0,  U2,  nil, 0, 0    ; Gue
Civil War,          3, 0,  E2,  nil, 0, 0    ; Gun***(35)
Heavy Artillery,    3, 0,  Too, Rob, 0, 0    ; Hor
Northern Style,     3, 0,  U2,  no,  0, 0    ; Ind
Southern Style,     3, 0,  U2,  no,  0, 0    ; Inv
Ironclad,           3, 0,  Lab, Whe, 0, 0    ; Iro
Industrialization,  3, 0,  SE,  Ban, 0, 0    ; Lab
Independence,       3, 0,  U2,  nil, 0, 0    ; Las -U,C and N only (41)
Leadership,         3, 0,  no,  no,  0, 0    ; Ldr
Legal System,       3, 0,  Wri, MT,  0, 0    ; Lit
Siege Artillery,    3, 0,  Feu, Met, 0, 0    ; Too
Magnetism,          3, 0,  no,  no,  0, 0    ; Mag
Cartography,        3, 0,  Tra, nil, 0, 0    ; Map
Masonry,            3, 0,  no,  no,  0, 0    ; Mas
British Recognition,3, 0,  Cmn, U2,  0, 0    ; MP  (48)
Militia,            3, 0,  War, CoL, 0, 0    ; Mat
Democrat Victory,   3, 0,  Ast, U2,  0, 0    ; Med (50)
Artillery,          3, 0,  Amp, Ind, 0, 0    ; Met
Neutral Rebellion,  3, 0,  U2,  nil, 0, 0    ; Min (52)
Mobile Warfare,     3, 0,  no,  no,  0, 0    ; Mob
Slave Power,        3, 0,  Sth, U2,  0, 0    ; Mon -C only (54)
Protestantism,      3, 0,  Tra, Mys, 0, 0    ; MT
Catholicism,        3, 0,  Cer, nil, 0, 0    ; Mys
Navy,               3, 0,  War, Tra, 0, 0    ; Nav
Nuclear Fission,    3, 0,  no,  no,  0, 0    ; NF
Nuclear Power,      3, 0,  no,  no,  0, 0    ; NP
Confederacy,        3, 0,  Sup, CoL, 0, 0    ; Phi (60)
Enlistment,         3, 0,  Gun, U2,  0, 0    ; Phy (61)
Cherokee Alliance,  3, 0,  Chi, nil, 0, 0    ; Pla (62)
Souix Uprising,     3, 0,  U2,  nil, 0, 0    ; Plu (63) 
Apache Raids,       3, 0,  U2,  no,  0, 0    ; PT
Elite Recruitment,  3, 0,  Amp, Csc, 0, 0    ; Pot
Radio,              3, 0,  no,  no,  0, 0    ; RadXX
Railroad,           3, 0,  no,  no,  0, 0    ; RRXX
Irish Enlistment,   3, 0,  Eco, Pot, 0, 0    ; Rec
Refining,           3, 0,  no,  no,  0, 0    ; Ref
Refrigeration,      3, 0,  no,  no,  0, 0    ; Rfg
Republicanism,      3, 0,  Alp, U2,  0, 0    ; Rep -U only (71)
Railway,            3, 0,  Lab, Ban, 0, 0    ; Rob
Rocketry,           3, 0,  no,  no,  0, 0    ; Roc
Submarine,          3, 0,  Cmb, Rob, 0, 0    ; San
Seafaring,          3, 0,  no,  no,  0, 0    ; Sea
Space Flight,       3, 0,  no,  no,  0, 0    ; SFl
Slavery,            3, 0,  MT,  Tra, 0, 0    ; Sth -C and N only (77)
Steam Engine,       3, 0,  Bri, nil, 0, 0    ; SE
Blockade Running,   3, 0,  Fli, Phi, 0, 0    ; Stl -C only (79)
Sucession,          3, 0,  Mon, CoL, 0, 0    ; Sup -C only (80)
Tactics,            3, 0,  no,  no,  0, 0    ; Tac
Martial Law,        3, 0,  Csc, CoL, 0, 0    ; The (82)
Theory of Gravity,  3, 0,  no,  no,  0, 0    ; ToG
Mercantalism,       3, 0,  Cmn, nil, 0, 0    ; Tra
University,         3, 0,  no,  no,  0, 0    ; Uni
Military Code,      3, 0,  Cmn, nil, 0, 0    ; War
Warship,            3, 0,  Nav, SE,  0, 0    ; Whe
Education,          3, 0,  nil, nil, 0, 0    ; Wri
Future Technology,  1, 0,  Exp, nil, 3, 3    ; ...
Twice Removed,      3, 0,  no,  no,  0, 0    ; U1 (90)
Once Removed,       3, 0,  U1,  nil, 0, 0    ; U2
unused,             3, 0,  U2,  nil, 0, 0    ; U3
unused,             3, 0,  U2,  nil, 0, 0    ; X1
unused,             3, 0,  U2,  nil, 0, 0    ; X2
unused,             3, 0,  U2,  nil, 0, 0    ; X3
Union Unrest,       3, 0,  U2,  nil, 0, 0    ; X4 (96)
Confederate Unrest, 3, 0,  U2,  nil, 0, 0    ; X5 (97)
unused,             3, 0,  U2,  nil, 0, 0    ; X6
unused,             3, 0,  U2,  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
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Bri,
Armory,                   4,  1,    no,
Granary,                  6,  1,    Tra,
Church,                   4,  1,    Cer,
MarketPlace,              8,  1,    Tra,
Library,                  8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               1,  0,    Bri,
Aqueduct,                 8,  2,    SE,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    Mys,
University,               16, 3,    no,
Mass Transit,             16, 4,    no,
Theatre,                  10, 4,    no,
Factory,                  20, 4,    Lab,
Manufacturing Plant,      32, 6,    U2,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Garment District,         24, 4,    U2,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    no,
Sewer System,             12, 2,    U2,
Supermarket,               8, 3,    no,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    U2,
Solar Plant,              32, 4,    U2,
Harbor,                   6,  1,    Tra,
Dockyards,                16, 3,    U2,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Port Facility,            8,  3,    U2,
Transporter,              0,  0,    no,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    SFl,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Packing House District,   20, 0,    Tra,  ;Pyramids (Chicago)
Abolition Movement,       20, 0,    Alp,  ;Hanging Gardens (Boston)
Wall Street,              20, 0,    Tra,  ;Colossus (New York)
unused,                   20, 0,    no,
unused,                   30, 0,    no,
Southern Baptists,        30, 0,    Sth,  ;Oracle (Columbia)
Rebel Defenses,           30, 0,    Amp,  ;Great Wall (Atlanta)
unused,                   30, 0,    no,
Tredegar Iron Works,      30, 0,    SE,   ;King Richard's Crusade (Richmond)
unused,                   20, 0,    no,
unused,                   40, 0,    no,
Confederate Congress,     30, 0,    Sup,  ;Copernicus, (Richmond)
Ordinance Bureau,         40, 0,    Cmb,  ;Magellan (unbuilt)
French Quarter,           30, 0,    Tra,  ;Shakespeare (New Orleans)
Lincoln Administration,   40, 0,    Rep,  ;Leonardo's Workshop (Washington)
Union Morale,             40, 0,    Rep,  ;Bach, (New York)
United States Congress,   40, 0,    CoL,  ;Newton (Washington)
unused,                   40, 0,    no,
unused,                   40, 0,    no,
unused,                   40, 0,    no,
unused,                   30, 0,    no,
Emancipation Proclamation,40, 0,    E1,   ;Women's Suffrage, (unbuilt) #61
Northern Industry,        60, 0,    Gen,  ;Hoover Dam, (unbuilt)
unused,                   60, 0,    no,
unused,                   60, 0,    no,
unused,                   60, 0,    no,
Davis Administration,     60, 0,    Mon,  ;SETI (Richmond)
Confederate Morale,       30, 0,    Mon,  ;Cure for Cancer, (Richmond)

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
X6,         ; Hanging Gardens
nil,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
X5,         ; Oracle
X1,         ; Great Wall
Mob,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
U3,         ; Copernicus
nil,        ; Magellan
X2,         ; Shakespeare
X3,         ; Da Vinci's Workshop
X4,         ; Bach (union morale)
X3,         ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
X5,         ; Cure for Cancer (confed. morale)


;
;    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,       	E1,  0,  6.,0,  0a,1d,  2h,1f,  8,0,  5, Sth, 000000000000000
Engineers,    	nil, 0,  8.,0,  0a,2d,  2h,1f, 10,0,  5, U2,  000000000000000
Contrabands,  	nil, 0,  6.,0,  0a,1d,  2h,1f,  8,0,  5, U2,  000000000000000
Gen. Lee,     	nil, 0, 10.,0, 16a,0d,  7h,2f, 14,0,  3, U2,  000000001000000
Gen. Jackson, 	nil, 0, 10.,0, 14a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Gen. Stuart,  	nil, 0, 16.,0, 12a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Gen. J. Johnston, nil,0,10.,0,  11a,0d, 6h,2f, 14,0,  3, U2,  000000001000000
Gen. A.S. Johnston,nil,0,10.,0, 12a,0d, 6h,2f, 14,0,  3, U2,  000000001000000
Braves S,     	nil, 0, 16.,0,  7a,4d,  3h,2f,  2,0,  1, Fun, 000100001000000;9
Irregulars,   	nil, 0,  5.,0,  7a,4d,  3h,2f,  3,0,  1, Gue, 000001001000010
Gen. Beauregard,nil, 0, 10.,0, 11a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Gen. Forrest, 	nil, 0, 16.,0, 12a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
General C,    	nil, 0, 10.,0, 11a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Infantry U/n, 	nil, 0,  8.,0,  6a,5d,  3h,2f,  3,0,  1, E1,  000000001000000
Gen. McClellan,	nil, 0,  8.,0, 11a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Gen. Grant,   	nil, 0,  8.,0, 15a,0d,  7h,2f, 14,0,  3, U2,  000000001000000
Gen. Sherman, 	nil, 0,  8.,0, 13a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Gen. Rosecrans,	nil, 0,  8.,0, 11a,0d,  6h,2f, 14,0,  3, U2,  000000001000000;18
Gen. Meade,   	nil, 0,  8.,0, 12a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Gen. Thomas,  	nil, 0,  8.,0, 12a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Gen. Sheridan,	nil, 0, 14.,0, 12a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
General U,    	nil, 0,  8.,0,  9a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Cavalry C,    	nil, 0, 16.,0,  5a,4d,  3h,2f,  5,0,  3, Chi, 000000001000001
Cavalry U,    	Bro, 0, 14.,0,  5a,4d,  2h,2f,  5,0,  3, Eco, 000000001000001
Cavalry US,   	nil, 0, 14.,0,  5a,4d,  3h,3f,  6,0,  3, Bro, 000000001000001
Cavalry N,    	nil, 0, 14.,0,  5a,4d,  2h,2f,  5,0,  3, Env, 000000001000001
Gen. Schofield,	nil, 0,  8.,0, 12a,0d,  6h,2f, 14,0,  3, U2,  000000001000000;27
Artillery C,  	nil, 0,  8.,0,  5a,7d,  2h,4f,  6,0,  1, Met, 000000001000000
Artillery U,  	nil, 0,  7.,0,  5a,7d,  2h,4f,  6,0,  1, Met, 000000001000000
Artillery N,  	nil, 0,  7.,0,  5a,6d,  2h,4f,  6,0,  1, Met, 000000001000000
Gen. McPherson,	nil, 0,  8.,0, 12a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
H Artillery U,	nil, 0,  6.,0,  9a,3d,  2h,4f,  8,0,  0, Hor, 001000001000000
H Artillery C,	nil, 0,  6.,0,  9a,3d,  2h,4f,  8,0,  0, Hor, 001000001000000
Gen. Bragg,   	nil, 0,  8.,0, 11a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
River Transport,nil, 2, 20.,0,  0a,2d,  2h,1f,  7,2,  4, Tra, 000000001100000
River Ironclad U,nil,2, 24.,0,  9a,5d,  3h,4f,  9,0,  2, Iro, 000000001100000;36
River Ironclad C,nil,2, 20.,0,  9a,5d,  3h,4f,  9,0,  2, Iro, 000000001100000
Frigate,      	nil, 2, 40.,0, 11a,3d,  2h,4f,  8,0,  2, Whe, 000000001000001
Ironclad U,   	nil, 2, 24.,0, 10a,6d,  3h,4f,  9,0,  2, Iro, 000000001100000
Ironclad C,   	nil, 2, 20.,0, 10a,6d,  3h,4f,  9,0,  2, Iro, 000000001100000
Transport,    	nil, 2, 26.,0,  0a,3d,  3h,1f,  6,4,  4, Tra, 000000001000000
Warship,      	nil, 2, 32.,0, 12a,4d,  3h,4f, 12,0,  2, Whe, 000000001000000
Michigan SM., 	Ind, 0,  6.,0,  5a,5d,  2h,2f,  3,0,  1, nil, 000000001000000
Massachusets SM.,Ind,0,  6.,0,  5a,5d,  2h,2f,  3,0,  1, nil, 000000001000000
Fort Sumter,  	nil, 0,  0.,0,  0a,4d,  3h,1f, 16,0,  0, U2,  000000011000000;45
Fortress,     	nil, 0,  0.,2,  0a,8d,  6h,1f, 16,0,  0, U2,  000000011000000
Braves PI,    	nil, 0, 16.,0,  7a,4d,  2h,2f,  2,0,  1, Fun, 000100001000000
Submarine,    	nil, 2,  2.,0,  5a,1d,  1h,1f, 10,0,  2, U2,  000000001101010
Wagon,        	Rep, 0, 10.,0,  0a,1d,  1h,1f,  8,0,  7, Tra, 000000001000010
Freight,      	nil, 0, 16.,0,  0a,1d,  1h,1f, 10,0,  7, Rep, 000000001000010
Militia U,    	nil, 0,  6.,0,  4a,5d,  2h,2f,  2,0,  1, Mat, 000000001000000
Militia C,    	nil, 0,  6.,0,  4a,5d,  2h,2f,  2,0,  1, Mat, 000000001000000
Militia N,    	nil, 0,  0.,0,  4a,4d,  2h,2f,  2,0,  1, Mat, 000000001000000
Militia B,    	nil, 0,  0.,0,  4a,4d,  2h,2f, 16,0,  1, Mat, 000000001000000;54
Infantry Uv,  	Csc, 0,  8.,0,  6a,6d,  3h,3f,  5,0,  0, Eco, 000000001000000
Infantry Cv,  	Csc, 0, 10.,0,  7a,6d,  3h,3f,  5,0,  0, Chi, 000000001000000
Infantry N,   	nil, 0,  8.,0,  6a,5d,  3h,2f,  5,0,  0, Env, 000000001000000
Gen. Hood,    	nil, 0,  8.,0, 11a,0d,  6h,2f, 14,0,  3, U2,  000000001000000
Virginia SM., 	Inv, 0,  6.,0,  5a,6d,  2h,2f,  3,0,  1, nil, 000000001000000
S. Carolina SM.,Inv, 0,  6.,0,  5a,6d,  2h,2f,  3,0,  1, nil, 000000001000000
Shore Battery,	nil, 1,  1.,1,  8a,1d,  4h,4f,  8,0,  2, U2,  000000001001000
Infantry CI,  	nil, 0,  8.,0,  6a,5d,  3h,2f, 16,0,  0, Fun, 000000001000000
Camp Guard,   	nil, 0,  0.,0,  0a,3d,  2h,2f,  1,0,  1, Fun, 000000001000000;63
Spy,          	nil, 0, 10.,0,  0a,0d,  1h,1f,  8,0,  6, Esp, 000000001000010
Infantry Uc,  	nil, 0,  8.,0,  6a,6d,  3h,2f,  3,0,  0, Csc, 000000001000000
Infantry Cc,  	nil, 0, 10.,0,  7a,6d,  3h,2f,  3,0,  0, Csc, 000000001000000
Mtd. Rifles CI,	nil, 0,  5.,0,  7a,4d,  3h,2f,  3,0,  1, U2,  000001001000011
Hampton's Legion,nil,0, 10.,0,  8a,7d,  3h,3f,  5,0,  0, U2,  000000001000000
Louisiana Zou.,	Inv, 0,  6.,0,  5a,6d,  2h,2f,  3,0,  1, nil, 000000001000000
Tennessee SM.,	Inv, 0,  6.,0,  5a,6d,  2h,2f,  3,0,  1, nil, 000000001000000
Virginia Cav.,	Inv, 0, 14.,0,  4a,4d,  3h,2f,  5,0,  3, nil, 000000001000001
Georgia SM.,  	Inv, 0,  6.,0,  5a,6d,  2h,2f,  3,0,  1, nil, 000000001000000;72
Iron Brigade, 	nil, 0,  8.,0,  7a,7d,  3h,3f,  5,0,  0, U2,  000000001000000
Irish Brigade,	nil, 0,  8.,0,  7a,7d,  3h,3f,  5,0,  0, U2,  000000001000000
River Fortress, nil, 2,  0.,2, 0a,18d,  6h,2f, 16,0,  2, U2,  000000011000000
New York SM., 	Ind, 0,  6.,0,  5a,5d,  2h,2f,  3,0,  1, nil, 000000001000000
New Jersey Zou.,Ind, 0,  6.,0,  5a,5d,  2h,2f,  3,0,  1, nil, 000000001000000
Pennsylvania SM.,Ind,0,  6.,0,  5a,5d,  2h,2f,  3,0,  1, nil, 000000001000000
Ohio SM.,     	Ind, 0,  6.,0,  5a,5d,  2h,2f,  3,0,  1, nil, 000000001000000
Texas SM.,    	Inv, 0,  6.,0,  5a,6d,  2h,2f,  3,0,  1, nil, 000000001000000

;
; 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
Prairie,    3,2,  1,0,0,   yes, 1,18, 2,   no,  0, 0,  0,  no,  no, ; Drt
Plains,     3,2,  1,0,0,   yes, 1,12, 2,   Grs, 0,24,  5,  no,  no, ; Pln
Developed,  2,2,  1,2,0,   yes, 2, 6, 2,   no,  0, 0,  0,  no,  no, ; Grs
River,      2,3,  2,1,1,   yes, 1, 6, 2,   no,  0, 0,  0,  no,  no, ; For
Hills,      8,4,  1,1,0,   no,  1, 0, 0,   yes, 3,12,  2,  no,  no, ; Hil
Mountains,  6,6,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no, yes, ; Mou
Forest,     6,3,  1,1,0,   Pln, 1,24, 5,   no,  0, 0,  0,  no,  no, ; Tun
Road/Hills, 2,4,  1,1,0,   no,  0, 0, 0,   yes, 2,12,  2,  no,  no, ; Gla
Bayou,      8,2,  0,0,0,   no,  0, 0, 0,   Pln, 0,24,  0,  no, yes, ; Swa
Cotton,     2,2,  0,0,2,   Pln, 0,18, 5,   no,  0, 0,  0,  no,  no, ; Jun
Ocean,      1,2,  1,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,  no, ; Oce
Horses,     1,2,  1,2,2,
Wheat,      1,2,  4,0,0,
Grassland,  1,2,  2,1,0,
Sheep,      2,3,  3,1,1,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game Birds, 1,2,  3,1,0,
Distillery, 2,2,  1,0,4,
Alligators, 2,3,  0,0,3,
Plantation, 2,3,  1,0,3,
Fish,       1,2,  3,0,2,
Bison,      1,2,  3,0,0,
Cattle,     1,2,  3,0,1,
Grassland,  1,2,  2,1,0,
Mill,       2,3,  1,3,1,
Game,       2,4,  3,0,0,
Iron,       3,6,  0,4,0,
Lumber,     1,2,  1,3,1,
Distillery, 2,2,  1,0,4,
Alligators, 2,3,  0,0,3,
Slaves,     2,3,  1,3,2,
Fish,       1,2,  3,0,2,

@TERRAIN1
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  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,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  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,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN2
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  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,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  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,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN3
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   no, ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  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,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  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,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

; Secondary Map Characteristics
; (modify at your own risk)
;
; 0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3
;
; 0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std
; 1=avg blob size (types 3 and 5 only)
; 2=avg # of blobs (types 3 and 5 only)
; 3=avg bridge length: 0-no bridges (types 3 and 5 only)
; 4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only)
; 5=# blue rooms
; 6=# ice rooms
; 7=# fire chambers
; 8=# storms
; DMF=desired length, minimum length, frequency
; specific effects depend on map type
; for SF game:
; DMF1=Mts, Hil, No
; DMF2=For, Mts, Hil
; DMF3=Hil, No, No

@SECONDARY_MAPS
6, 0,0, 0,0, 0,0,0,0,    0,0,0,  0,0,0,   0,0,0,
6, 0,0, 0,0, 0,0,0,0,    0,0,0,  0,0,0,   0,0,0,
6, 0,0, 0,0, 0,0,0,0,    0,0,0,  0,0,0,   0,0,0,


@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Chief,       Empress
Slaveocracy,    President,   Queen
Communism,      Comrade,     Queen
Tribalism,      Chief,       High Priestess
Republic,       President,   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
Jefferson Davis,   Livia,          0, 1, 1, Confederate States,Confederates,0,  1,  1,     
Magoffin,     Ishtari,             0, 2, 0, Neutral States,Neutrals, -1, -1,  1,     2, Governor, Governor
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     3, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abraham Lincoln,  E. Roosevelt,    0, 5, 1, United States,Union,     -1,  0,  1,     
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Gandhi,       Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Cuwisguwi,    Nazca,               0, 4, 3, Civilized Tribes,Civilized Tribes,0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Victoria,            1, 6, 3, British,     British,     0,  1,  0,     
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
Little Raven, Gunnhild,            1, 3, 0, Plains Indians,Plains Indians,1,  1,  0,     
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carth,       Cartha,      0,  0, -1,
Red Cloud,    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
Cotton,
Wool,
Tobacco,
Textiles,
Salt,
Coal,
Copper,
Dye,
Whisky,
Corn,
Silver,
Muskets,
Gems,
Gold,
Machinery,
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 Airbase,      E
Build Transporter,  j
Go to,              G


@DIFFICULTY
Private
Sergeant
Lieutenant
Captain
Colonel
General

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged



@CIVILIZE2
1		; AFl (unionism)
0		; Alp
0		; Amp
0		; Ast
7		; Ato (neutrality)
0		; Aut
0		; Ban
0		; Bri
1		; Bro (breach loader)
0		; Cer
0		; Che
0		; Chi
6		; CoL (constitution)
0		; CA
2		; Cmb (commerce raiding)
3		; Cmn (british empire)
2		; Cmp (submarine)
0		; Csc
0		; Cst
2		; Cor (copperheads)
0		; Cur
0		; Dem
0		; Eco
1		; E1  (emancipation)
3		; E2   (colonialism)
0		; Eng
0		; Env
0		; Esp
0		; Exp
0		; Feu
1		; Fli (blockade)
5		; Fun (native tribes)
0		; FP
0		; Gen
0		; Gue
0		; Gun
0		; Hor
0		; Ind
0		; Inv
0		; Iro
0		; Lab
0		; Las
1		; Ldr (us cavalry)
0		; Lit
0		; Too
0		; Mag
0		; Map
0		; Mas
0		; MP
0		; Mat
0		; Med
0		; Met
0		; Min
0		; Mob
2		; Mon (confederacy)
6		; MT (independence)
0		; Mys
0		; Nav
0		; NF
0		; NP
0		; Phi
0		; Phy
0		; Pla
0		; Plu 
0		; PT
0		; Pot
0		; Rad
0		; RR
0		; Rec
0		; Ref
0		; Rfg
1		; Rep (republicanism)
0		; Rob
0		; Roc
0		; San
0		; Sea
0		; SFl
4		; Sth (slavery)
0		; SE
2		; Stl (blockade running)
2		; Sup (sucession)
0		; Tac
0		; The
0		; ToG
0		; Tra
0		; Uni
0		; War
0		; Whe
0		; Wri
0		; ...
0		; U1
0		; U2
0		; U3
0		; X1
0		; X2
0		; X3
0		; X4
0		; X5
0		; X6
0		; X7

;0-all
;1-Union only
;2-Confederate only
;3-British only
;4-Confederate and Neutral only
;5-Indian only
;6-American only (U,C,N)
;7-Neutral/British only


@LEADERS2
02020222		;Confederates,      
02220200		;Neutrals,
00000000		;     
00000000		;  
00220222		;Union,   
00000000		;    
00000000		;     
00000000		;    
00000000		;     
00000000		;     
00000200		;Civilized,      
00000000		;    
02200220		;British,     
00000000		;    
00000000		;    
00000000		;   
00000200		;Plains Indians,     
00000000		;    
00000000		; 
00000000		;
00000200		;Sioux,       

00000000		; 
00000000		; 


; Advanced unit fields

; A) 'tribe may build' mask:		0 - can't; 1 - can
; B) 'not allowed on map' mask:		1 - not allowed on map
; C) minimum bribe amount:		n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask:	1: can; 0: can't for each site type
; E) 'use transport site' mask:		1: can; 0: can't for each site type
; F) native transport ability:		1: can; 0: can't for each map relationship type
; G) General flags
;	00000001	invisible until attack:				1 - invisible
;	00000010	non-disbandable (human players only):		1 - cannot disband
;   	00000100	0-range-air-unit damage override:		1 - override damage
;   	00001000	barbarian units can't be bought off:		1 - can't buy off
;	00010000	impassable terrain override:			1 - override impassable terrain
;   	01000000    	barbarian unit will not expire:         	1 - no expire
;	10000000   	override .SPR file for this unit:	    	1 - don't use .SPR

;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
00000110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Slaves
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Engineers
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Contrabands
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Lee
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Jackson
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Stuart
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;J. John
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;A. S.John
10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Braves 9
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Partisans 10
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Beaureg
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Forrest
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Gen. C
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Inf U/n
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;McClelland
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Grant
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Sherman
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Rosecrans 18
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mead
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Thomas
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Sheridan
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Gen.U
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Cav C 23
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Cav U
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Cav US
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Cav N
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Schofield 27
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Art C
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Art U
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Art N
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;McPherson
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;H Art U
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;H Art C
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Bragg
00100010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;R Trans
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;R Iro U, 36
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;R Iro C
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Frigate
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iro U
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iro C, 
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Trans
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Warship
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mich
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mass
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000100  ;Ft.Sumter 45
00000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000100  ;Fortress.
00100010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Spy
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Sub
01110110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Wagon
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Freight
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mil U
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mil C
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mil N 
01000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mil B 54
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Inf U
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Inf C
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Inf N
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hood
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Virginia 
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;N Carolina
00100010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Shore Battery
00010010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Inf CI 
10001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Camp Guard 63
00001000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Braves PI	
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Inf Uc
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Inf Cc
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mtd. Rifles CI
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hamp Lgn
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Lou Z
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Tenn
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Virg Cav 
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Georg 72
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iron B
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Irish B
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Marine
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NY
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;NJ Z
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Penn
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Ohio 
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Tex 80


; 0-15 define legal transport possibilities
; art matched in threes 0/3/6/9/12/15; 1/4/7/10/13; 2/5/8/11/14

@MAP_TRANSPORT_RELATIONSHIPS
0,1  ; 0/1   
0,2  ; 1/2   
0,3  ; 2/3   
1,2  ; 3/1   
1,3  ; 4/2          
2,3  ; 5/3   
0,0  ; 6/1   
0,0  ; 7/2   
0,0  ; 8/3   
0,0  ; 9/1   
0,0  ; 10/2  
0,0  ; 11/3  
0,0  ; 12/1  
0,0  ; 13/2  
0,0  ; 14/3  
0,0  ; 15/1  


; map, primary unit type, secondary unit type

@INITIAL_SETTINGS
0,0,3	;Romans
0,0,3	;Babylonians
0,0,3	;Germans  
0,0,3	;Egyptians 
0,0,3	;Americans  
0,0,3	;Greeks     
0,0,3	;Indians  
0,0,3	;Russians    
0,0,3	;Zulus       
0,0,3	;French     
0,0,3	;Aztecs     
0,0,3	;Chinese   
0,0,3	;English    
0,0,3	;Mongols    
0,0,3	;Celts      
0,0,3	;Japanese    
0,0,3	;Vikings    
0,0,3	;Spanish     
0,0,3	;Persians   
0,0,3	;Carthaginians
0,0,3	;Sioux      

@SOUNDS
<none>  	; Settlers
<none>  	; Engineers
Warrior.wav  	; Warriors
CGen.wav  	; Phalanx 4
CGen.wav  	; Archers
CGen.wav  	; Legion
CGen.wav  	; Pikemen
CGen.wav  	; Musketeers 8
Braves.wav  	; Fanatics
Cavalry.wav  	; Partisans
CGen.wav  	; Alpine Troops 11
CGen.wav  	; Riflemen 12
CGen.wav  	; Marines
Infantry.wav  	; Paratroopers
UGen.wav  	; Mech. Inf. 15
UGen.wav  	; Horsemen
UGen.wav  	; Chariot
UGen.wav  	; Elephant
UGen.wav  	; Crusaders
UGen.wav  	; Knights
UGen.wav  	; Dragoons 21
UGen.wav  	; Cavalry
Cavalry.wav     ; Armor
Cavalry.wav 	; Catapult
Cavalry.wav     ; Cannon
Cavalry.wav  	; Artillery
UGen.wav  	; Howitzer 27
Artillery.wav  	; Fighter
Artillery.wav 	; Bomber
Artillery.wav  	; Helicopter
UGen.wav  	; Stlth Ftr. 31
Artillery.wav  	; Stlth Bmbr.
Artillery.wav  	; Trireme
CGen.wav  	; Caravel 34
<none>  	; Galleon
<none>  	; Frigate
<none>  	; Ironclad
<none>  	; Destroyer
<none>  	; Cruiser
<none>  	; AEGIS Cruiser
<none>  	; Battleship
Infantry.wav 	; Submarine
Infantry.wav  	; Carrier
Transport.wav  	; Transport
<none>  	; Cruise Msl.
<none>  	; Nuclear Msl.
<none>  	; Spy
Explosion.wav   ; Sub
<none>  	; Caravan
<none>  	; Freight
Infantry.wav  	; Explorer
Infantry.wav  	; Extra Land
Infantry.wav  	; Extra Ship
Infantry.wav 	; Extra Air
Infantry.wav  	; New Unit a
RebInf.wav  	; New Unit b
Infantry.wav  	; New Unit c
CGen.wav  	; New Unit d 58
RebInf.wav  	; New Unit e
RebInf.wav  	; New Unit f 60
Missile.wav  	; New Unit g
Infantry.wav  	; New Unit h
Braves.wav  	; New Unit i
Braves.wav  	; New Unit j
Infantry.wav  	; New Unit k 65
RebInf.wav  	; New Unit l
Cavalry.wav  	; New Unit m
RebInf.wav  	; New Unit n
RebInf.wav  	; New Unit o
RebInf.wav  	; New Unit p 70
Cavalry.wav  	; New Unit q
RebInf.wav  	; New Unit r
Infantry.wav  	; New Unit s
Infantry.wav  	; New Unit t
Infantry.wav  	; New Unit u
Infantry.wav  	; New Unit v
Infantry.wav  	; New Unit w
Infantry.wav  	; New Unit x
Infantry.wav  	; New Unit y
Infantry.wav  	; New Unit z

@RIVERS
RIVER,          ; map 1
River,          ; map 2
River,          ; map 3
River,          ; map 4

; please do not remove this line

