;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
100     ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; 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
Imp Assault Helicopters,4,-2,  U3,  Gen, 1, 0    ; AFl         1
Transistor Radio,       5, 1,  nil, nil, 2, 2    ; Alp         2 Doubles the literacy demographics.
Elite Forces,           3,-2,  Feu, nil, 0, 0    ; Amp
Imp Supersonic Fighters,4, 1,  Sea, Mat, 1, 0    ; Ast
Nuclear Arms Race,      4,-1,  ToG, Phy, 2, 3    ; Ato         5
United States Of America,6,-1, no,   no, 0, 3    ; Aut         6 1/2 of Modern + Increases population based pollution.
Financial Services,     4, 1,  Tra, nil, 2, 1    ; Ban
Modern Bridge Building, 4, 0,  nil, nil, 1, 2    ; Bri         8 Activates construction of roads in river squares.
Improved Aviation Engineering,6,-1,Exp,MP,1,0    ; Bro
Movie Theaters,         5, 0,  nil, nil, 2, 4    ; Cer        10 Activates Temples.
NOT WESTERN EQUIPMENT,  5,-1,  no,   no, 0, 3    ; Che
Anti Personnell Carrier,4,-2,  Feu, nil, 0, 0    ; Chi
Optic Fiber,            4, 1,  Alp, nil, 1, 2    ; CoL
Improved Main Battle Tank,5,-1,Met, Gen, 2, 0    ; CA
Reconnaissance Aircraft,5,-1,  Uni, Exp, 1, 0    ; Cmb        15
[Communism],            5, 0,  no,   no, 3, 0    ; Cmn -      16 GOVERNMENT + Reduces Cathedrals + More partisans.
Artificial Satellites,  4,1,   Min, nil, 3, 2    ; Cmp
Tracked APC,            7,-1,  Chi, nil, 0, 0    ; Csc
[Construction],         4, 0,  no,   no, 0, 4    ; Cst        19 Allows settler units to build Fortresses.
Globalization,          4, 0,  Eco, nil, 3, 1    ; Cor        20 Activates Freight Truck
Currency Zones,         4, 1,  nil, nil, 2, 1    ; Cur
[Democracy],            5, 1,  no,   no, 2, 2    ; Dem -      22 GOVERNMENT + Courthouse happy effect under Democracy.
World Economy,          4, 1,  Uni, Ban, 2, 1    ; Eco
NOT SOVIET/NATO,        4, 0,  no,   no, 0, 3    ; E1
Cellular Phones,        4, 1,  nil, nil, 2, 4    ; E2         25 1/2 of Modern Style + 1 more happy citizen w/ collosseum.
Industrial Robots,      4, 0,  Mas, nil, 0, 1    ; Eng
Sustainable Energies,   3, 1,  Rec, SFl, 1, 2    ; Env        27 Decreases population based pollution.
Intelligence Agency,    2,-1,  Cmb, nil, 1, 4    ; Esp
Modern Engineering,     5, 0,  Uni, nil, 1, 2    ; Exp        29 Allows terrain transformation.
Post War Infantry,      4,-1,  nil, nil, 0, 0    ; Feu        30
[Flight],               4,-1,  no,   no, 2, 4    ; Fli        31 Reduces by 1/3 the bonus from caravans. 
[Socialism],            3,-2,  no,   no, 2, 2    ; Fun        32 GOVERNMENT.
Tsjernobyl Lesson,      3, 0,  Rec, nil, 3, 3    ; FP         33 Eliminates the threat of Nuclear Power Plant meltdown.
Modern Warfare,         3, 2,  Iro,  NP, 0, 3    ; Gen
[Guerrilla Warfare],    4, 1,  no,   no, 3, 0    ; Gue -      35 Activates Partisans
[Gunpowder],            8,-2,  no,   no, 1, 0    ; Gun -      36 Sells Barracks + 1 more maintenance + 1/2 Renaissance.
Post War Tank,          4,-1,  nil, nil, 2, 0    ; Hor
India,                  6, 0,  no,   no, 0, 3    ; Ind        38 Ind City Style + Increases population based pollution + Oil.     
[Invention],            6, 0,  no,   no, 1, 4    ; Inv        39 1/2 Renaissance People + Reduces by 50% the bonus.
Modern Battlefield Tactics,5,-1,Lab, MP, 0, 3    ; Iro        40
Hydropower,             4,-1,  Mas, Env, 0, 1    ; Lab
Cray Supercomputer,     4, 0,  NF,   MP, 2, 2    ; Las
NOT BRAZIL,             5,-1,  no,   no, 0, 3    ; Ldr
Television Satellite,   5, 2,  Wri, CoL, 3, 2    ; Lit        44 Doubles literacy demographics.
Nuclear Powered Ships,  4,-2,  nil,  nil,3, 0    ; Too        45
Fighter-Bombers,        4,-1,  Ast, Eco, 1, 0    ; Mag        46 Increases annual income demographics.
Supersonic Flight,      6,-1,  Pot, Alp, 1, 0    ; Map        47 Allows civilizations to exchange maps.
Modern Industries,      4, 1,  nil, nil, 0, 1    ; Mas
Consumer Society,       5, 0,  Cor, Pla, 2, 2    ; MP         49 Increases population based pollution.
Quantum Mechanics,      4,-1,  Alp, Mas, 1, 2    ; Mat        50
Hepatitis-B vaccine,    4, 0,  Phi, Tra, 0, 2    ; Med        51 Decreases disease percentage 50%.
Main Battle Tank,       6,-2,  Whe, ToG, 2, 0    ; Met
Rocketry,               4, 1,  Too, nil, 2, 3    ; Min
[Mobile Warfare],       8,-1,  no,   no, 3, 0    ; Mob -      54 Sells Barracks + 1 more maintenance.
[Monarchy],             5, 1,  no,   no, 0, 2    ; Mon -      55 GOVERNMENT.
Religious Toleration,   5, 1,  Phi, Mys, 2, 2    ; MT         56 1/3 activates Cathedrals.
Integrated Circuit,     4, 0,  Cer, nil, 2, 2    ; Mys        57 Improves Temples + 1/3 activates Cathedrals.
[Navigation],           6,-1,  no,   no, 1, 1    ; Nav        58 Reduces triemes floundering + Reduces by 50% the bonus.
Nuclear Weapons Delivery,6,-2, Ato,  MP, 2, 3    ; NF         59 Allows Nukes (w/ manhattan and Roc) + Uranium.
Submarine-Based Nukes,  3, 0,  NF,  Too, 3, 0    ; NP         60 1 Extra ship move.
Personal Computer,      6, 1,  Mys, Lit, 2, 2    ; Phi        61 Free tech(s) by first civ to discover + 1/2 Renaissance.
Microprocessor,         4,-1,  Lit, nil, 1, 2    ; Phy
Nuclear Testing,        4, 1,  Uni, SFl, 3, 3    ; Pla        63 Increases population based pollution.
Infantry Fighting Vehicles,4,0,Tac, Gen, 0, 0    ; Plu
NOT CHINA,              4, 0,  no,   no, 0, 3    ; PT         65
Post War Aircraft Design,4,1,  Rad, nil, 1, 0    ; Pot
Jet Engine,             5,-1,  nil, nil, 1, 0    ; Rad        67 Activates airbase construction + Airlift popup if connected with Airport.
[Railroad],             6, 0,  no,   no, 1, 2    ; RR         68 Railroad + city squares to railroad + Reduces 1/3 caravan.
Recycling,              2, 1,  MP,  NF,  2, 4    ; Rec
NOT COMMUNISTS,         4, 0,  no,  no,  0, 3    ; Ref        70
Modern Fertilizers,     3, 1,  Mas, San, 1, 2    ; Rfg        71 Activates farm building + city squares upgraded to farmland.
[Republic],             5, 1,  no,   no, 2, 0    ; Rep -      72 GOVERNMENT.
Anti-Aircraft Warfare,  5,-2,  Gen, E2,  1, 0    ; Rob 
Aerospace Engineering,  6,-2,  nil,  nil,3, 2    ; Roc
Public Health Measure,  4, 2,  Med, Eng, 2, 4    ; San        75 Decreases population based pollution.
Supersonic Fighters,    4, 1,  Map, nil, 1, 0    ; Sea        76 Reduces the chances of triremes floundering.
Space Flight,           4, 1,  Cmp, Roc, 3, 2    ; SFl
NOT PRO-WEST,           3,-2,  no,   no, 0, 3    ; Sth
Computer-Aided Design,  4,-1,  Phy, Eng, 0, 1    ; SE
Nuclear Powered Supercarriers,4,-1,NP,Las,3,0    ; Stl        80
Non-Proliferation Treaty,4,1,  FP,  Lab, 3, 3    ; Sup       (81 Obsoletes Nukes)
Wheeled APC,            6,-1,  Csc, nil, 0, 0    ; Tac
Audio Cassette,         3, 2,  nil, nil, 2, 4    ; The        83 1/3 activates Cathedrals + Improves Cathedrals by 1.
Deterrence Theory,      4, 0,  Uni, Pla, 2, 3    ; ToG
Central Banks,          4, 2,  Cur, CoL, 2, 1    ; Tra        85 Enables the display of demanded trade goods.
Electronic Communication,5,1,  Phy, nil, 1, 4    ; Uni        86 Doubles literacy demographics.
Not SUPERPOWERS,        4,-1,  no,   no, 0, 3    ; War
Early Main Battle Tank, 4,-1,  Hor, nil, 2, 0    ; Whe
Mass Media,             4, 2,  Alp, nil, 2, 2    ; Wri        89 Doubles the literacy demographics.
Computer Age Tech,      1, 0,  Rec, Sup, 0, 3    ; ...        90 Reoccurring technology + Increases game score.
Multi-Fighters,         3, 0,  Mag, Bro, 1, 0    ; U1
Modern Air Force,       3, 0,  U1,  Gen, 1, 0    ; U2
Assault Helicopters,    3, 0,  nil, nil, 1, 0    ; U3
NOT BRAZIL/INDIA/CHINA, 3, 0,  no,  no,  0, 3    ; X1  
NOT ROGUE,              3, 0,  no,  no,  0, 3    ; X2         95
NOT WARPAC,             3, 0,  no,  no,  0, 3    ; X3
NOT SOVIET EQUIPMENT,   3, 0,  no,  no,  0, 3    ; X4
NOT NATO,               3, 0,  no,  no,  0, 3    ; X5
NOT INDIA,              3, 0,  no,  no,  0, 3    ; X6   
Stealth Technology,     3, 0,  Rec, U2,  1, 0    ; X7        100

;
; 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, 
Capitol,                  10, 0,    nil, Eliminates pollution and waste and decreases it in nearby cities.
Army Base,                80, 1,    Feu, Veteran ground units, ground repair in one turn.
Grain Silos,              16, 1,    nil,  of citys food is depleted when it increases size
Movie Theaters,           4,  1,    Cer, Up to 2 disconents are made content
Light Industry,           8,  1,    Cur, Tax and Luxury +50%
Regional Newspaper,       8,  1,    Wri, Science +50%
Secret Police,            8,  1,    nil, Decreases corr. by 50%, city more resistant to diplos. Under Demo. one content becomes happy.
City Fortifications,      30, 0,    nil, Defence 300% vs ground attacks.
Running Water,            8,  2,    nil, Allows grow beyond 8.
Liberalised Economy,      30, 3,    Ban, Luxuries and Tax +50% (after Marketplace)
Grand Place of Worship,   12, 3,    MT,  4 unhappy made content (3 after communism)
Communication Satellite,  16, 3,    Uni, Science +50% (Library)
Public Transport,         16, 4,    MP,  Eliminates pollution caused by population.
Television Network,       10, 4,    Lit, 3 unhappy made content (4 with Electronics)
Heavy Industry,          100, 4,    Mas, Resource production +50%
Modernized Industry,     200, 6,    Eng, +50% resources (with Factory)
[Contention],             20, 4,    no,  No nukes 3 squares from the city
High-Speed Rail,          20, 2,    Rec, Decreases factory pollution
Computer-Aided Industry,  75, 4,    SE,  Factory + 50%
Oil Industry,            100, 4,    nil, Factory +50%, cleaner than power plant
Nuclear Plant,            30, 2,    Pla, Factory +50%, cleaner than power plant, but risk of meltdown before fusion.
School of Economics,      80, 4,    Eco, +50 Luxuries and taxes (after bank)
Modernized Sewer System,  12, 2,    San, City grow beyond 12
Industrial Farms,         15, 3,    nil, Collect farm food (+50% food/square)
Superhighways,            35, 5,    Exp, Roads and railroads in city produce +50% trade
Research Lab,             20, 3,    Cmp, Science +50% (after University)
[SAM Missile Battery],    10, 2,    no,  Air and missile defense is doubled
Coastal Fortress,         40, 1,    nil, Sea defense is doubled
Renewable Energy,         40, 4,    Env, Factory oputput +50%, cleaner than all plants.
Fishing Industry,         10, 1,    nil, All sea squares produce one more food
Industrial Port,          50, 3,    Mas, All sea squares produce one shield
Military Airbase,         80, 3,    Rad, Airlift between bases, veteran air units, one turn air repair
Propaganda Centre,        6,  2,    nil, Decreases unhappiness of troops away from the city by 1
Naval Base,               75, 3,    Too, Veteran naval units, one turn naval repair.
Transporter,0,0,no,
[SS Structural],          8,  0,    no,
[SS Component],           16, 0,    no,
[SS Module],              32, 0,    no,
(Currency Reserves),      60, 0,    nil, Production into gold (trade)
Breadbasket of Europe,    20, 0,    nil, WARPAC, Ukrainian farming (Kiev)
Statue of Liberty,        20, 0,    nil, NATO, Statue of Liberty (NYC)
North Sea Oil,            20, 0,    nil, NATO, North Sea Oil (Bergen)
Global Power Projection Fleet,20,0, nil, NATO, Global Power Fleet (Norfolk)
*Great Library,           30, 0,    no,  OBSOLETED OBJECTIVE
Taj Mahal,                30, 0,    nil, INDIA, Taj Mahal, (Agra)
Iron Curtain,             30, 0,    nil, WARPAC, Iron Curtain
Soviet Militarism,        30, 0,    nil, WARPAC, Soviet Militarism (Moskva)
CKD,                      30, 0,    nil, WARPAC, Skoda (Praha)
Western Intelligence,     20, 0,    nil, ATO, Western Intelligence (Washington)
Moon Landings,            40, 0,    nil, NATO
Soviet Space Agency,      30, 0,    nil, WARPAC, Soviet Space Agency (Moskva)
Submarine Force Doctrine, 40, 0,    nil, WARPAC, Nuclear Submarines (Murmansk)
Mother Russia Statue,     30, 0,    nil, WARPAC, Leningrad
*Leonardo,                40, 0,    no,  OBSOLETED OBJECTIVE
Christ the Redeemer,      40, 0,    nil, BRAZIL, Christ the Redeemer, (Rio de Janeiro)
Soviet Suppressed Science,40, 0,    nil, WARPAC, Suppressed Science, (Leningrad)
Siberian Minerals,        40, 0,    nil, WARPAC, Siberian Minerals (Novosibirsk)
-Darwin's Voyage,         40, 0,    no,  UNUSED FROM BEGINNING
*Statue of Liberty,       40, 0,    no,  OBSOLETED OBJECTIVE
Sino-Soviet Split,        30, 0,    nil, CHINA
Arsenal of Democracy,     60, 0,    nil, NATO, Arsenal of Democracy
Caucasus Oil,             60, 0,    nil, WARPAC, Caucasus oil (Baku)
Manhattan Project,        60, 0,    nil, NATO, Hiroshima/Nagasaki Legacy
NATO,                     60, 0,    nil, NATO, NATO
[Apollo Program],         60, 0,    no,  Removed
Soviet Academy of Sciences,60,0,    nil, WARPAC, Soviet Academy of Sciences (Moskva)
Mao's Long March,         60, 0,    nil, CHINA

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Breadbasket of Europe
nil,        ; Statue of Liberty
nil,        ; North Sea Oil
nil,        ; Global Power Fleet
no,         ; (Great Library)
nil,        ; Taj Mahal
nil,        ; Iron Curtain
nil,        ; Soviet Militarism
nil,        ; CKD
nil,        ; Western Intelligence
nil,        ; Moon Landings
nil,        ; Soviet Space Agency
nil,        ; Submarine Force Doctrine
nil,        ; Communist Party HQ
no,         ; (Da Vinci's Workshop)
nil,        ; Christ the Redeemer
nil,        ; Suppressed Sciences
nil,        ; Siberian Minerals
no,         ; (Darwin)
no,         ; (Statue of Liberty)
nil,        ; Sino-Soviet Split
nil,        ; Arsenal of Democracy
nil,        ; Caucasus Oil
Sup,        ; Manhattan Project
nil,        ; NATO
nil,        ; Apollo
nil,        ; Soviet Academy of Science
nil,        ; Mao's Long March


;
;    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
SAM,                    War, 0,  1.,0,  0a,11d, 2h,2f, 16,0,  1, Min, 010010000000000 AA
Engineers,              nil, 0,  2.,0,  0a,1d,  2h,2f, 16,0,  5, Exp, 000000000000010 ENG
Chieftain,               X5, 0,  2.,0, 28a,17d, 2h,2f, 16,0,  0, Whe, 000001000000000 TANK
M60A3 Patton,           Che, 0,  2.,0, 30a,18d, 2h,2f, 18,0,  0, Met, 000000000000000 TANK
T-64,                    X3, 0,  2.,0, 27a,17d, 2h,2f, 16,0,  0, Whe, 000001000000000 TANK
M-48 Patton,            Sth, 0,  2.,0, 25a,15d, 2h,2f, 14,0,  0, Whe, 000001000000000 TANK
Vijayanta BMT,           X6, 0,  2.,0, 30a,16d, 2h,2f, 14,0,  0, Met, 000000000000000 TANK
Terrorists,             nil, 0,  2.,0, 30a,10d, 2h,2f, 10,0,  0, no,  001000001000010 TERROR
Guerrillas,              X2, 0,  2.,0,  9a,9d,  2h,2f, 10,0,  0, no,  000001001000010 INF
Tracked APC,            nil, 0,  2.,0, 20a,12d, 2h,2f, 16,0,  0, Csc, 000001001000010 MECH
Wheeled APC,            nil, 0,  4.,0, 20a,14d, 2h,2f, 16,0,  0, Tac, 000000001000010 MOT
IFV,                    nil, 0,  3.,0, 24a,16d, 2h,2f, 20,0,  0, Plu, 000001001000010 IFV
Improved MBT,            X5, 0,  3.,0, 32a,20d, 2h,2f, 22,0,  0, CA,  000000000000000 TANK
Stealth Bomber,          X5, 1, 26.,2, 38a,16d, 2h,2f, 32,0,  0, X7,  000000000000001 BOMB
T-80,                    X3, 0,  3.,0, 34a,20d, 2h,2f, 20,0,  0, CA,  000000000000000 TANK
Jet Bomber,             War, 1, 20.,2, 30a,8d,  2h,2f, 20,0,  0, Pot, 000000000000000 BOMB
Fighter-Bomber,         War, 1, 14.,2, 34a,12d, 2h,2f, 18,0,  0, Mag, 000000000000000 FTB
Mobile SP Howitzer,     nil, 0,  2.,0, 26a,10d, 2h,2f, 22,0,  0, Min, 000000001000000 HOW
F-4 Phantom II (Int),   Sth, 1, 12.,2, 12a,12d, 2h,2f, 12,0,  3, Sea, 000000000010000 INT
Revolutionists,         nil, 0,  2.,0, 30a,10d, 2h,2f, 10,0,  0, no,  000000001000010 INF
F/A-18 Hornet (Fgt),     X5, 1, 13.,2, 18a,15d, 2h,2f, 18,0,  3, U2,  000000000010000 FGT
F-15 Eagle (Fgt),        X5, 1, 14.,2, 14a,12d, 2h,2f, 14,0,  3, Ast, 000000000010000 FGT
F-16 Fighting Falcon (MFgt),X5,1,16.,2,15a,16d, 2h,2f, 14,0,  3, U1,  000000000010000 MFGT
Rogue Troops,            X2, 0,  2.,0,  9a,9d,  2h,2f,  4,0,  1, Feu, 000000001000000 INF
Mirage III (MFgt),      Ldr, 1, 14.,2, 15a,15d, 2h,2f, 16,0,  3, U1,  000000000010000 MFGT
Handheld SAM,           nil, 0,  1.,0,  0a,10d, 2h,2f, 20,0,  1, Rob, 010011000000000 AA
Mobile SAM,              X3, 0,  2.,0,  0a,15d, 2h,2f, 30,0,  1, U2,  010010000000000 AA
Sukhoi Su-17 (Fgt),     Ref, 1, 12.,2, 12a,10d, 2h,2f, 12,0,  3, Sea, 000000000010000 FGT
Mikoyan Mig-21 (Int),    X4, 1, 12.,2, 10a,12d, 2h,2f, 12,0,  3, Sea, 000000000010000 INT
Mikoyan Mig-25 (Int),    X4, 1, 15.,2, 14a,14d, 2h,2f, 12,0,  3, Ast, 000000000010000 INT
Sukhoi Su-27 (MFgt),     X3, 1, 17.,2, 17a,16d, 2h,2f, 14,0,  3, U1,  000000000010000 MFGT
Mikoyan Mig-29 (Fgt),    X3, 1, 14.,2, 18a,15d, 2h,2f, 16,0,  3, U2,  000000000010000 FGT
Attack Helicopter,      AFl, 1,  6.,0, 22a,12d, 2h,2f, 12,0,  0, U3,  100000000000001 HELI
Helicopter Gunship,     nil, 1,  8.,0, 32a,14d, 2h,2f, 16,0,  0, AFl, 100000000000001 HELI
Bulk Carrier,           nil, 2, 12.,0,  0a,1d,  2h,2f, 18,2,  4, Too, 000000000000000 TRANSP
Container Ship,         War, 2, 10.,0,  0a,1d,  2h,2f, 24,4,  4, Eco, 000000000000000 TRANSP
Destroyer,              War, 2, 10.,0, 18a,18d, 2h,2f, 20,0,  2, Too, 100000000000001 DESTROY
Frigate,                War, 2, 10.,0, 21a,20d, 2h,2f, 30,0,  2, Too, 000000000000001 CRUISE
AEGIS Cruiser,          War, 2, 10.,0, 26a,25d, 2h,3f, 40,0,  2, Too, 010000000000001 ACRUISE
Soviet NP Submarine,     X3, 2,  9.,0, 18a,15d, 2h,2f, 20,0,  0, Too, 000000000001001 SOV SUB
NP Submarine,           War, 2,  7.,1, 17a,14d, 2h,2f, 18,0,  0, Too, 000000000001001 SUB
Aircraft Carrier,       War, 2, 10.,0,  0a,16d, 2h,2f, 44,0,  2, Too, 010000010000001 CARRIER
NP Supercarrier,        War, 2, 14.,0,  0a,25d, 2h,2f, 50,0,  2, Stl, 010000010000001 CARRIER
Cruise Missile,         War, 1, 15.,1, 30a,5d,  2h,2f, 10,0,  0, NP,  001000000000000 MSL
MRBM,                   War, 1, 25.,1, 99a,0d,  1h,1f, 90,0,  0, NF,  001000000000000 NUKE
ICBM,                   E1,  1, 60.,1, 99a,0d,  1h,1f,127,0,  0, NF,  001000000000000 NUKE
Security Forces,        War, 0,  3.,0, 12a,6d,  2h,2f,  6,0,  1, Feu, 000000000000010 INF
Secret Agent,           War, 0,  3.,0,  0a,0d,  1h,1f, 12,0,  6, Esp, 000001100000011 SPY
T-55,                   Ref, 0,  2.,0, 26a,16d, 2h,2f, 16,0,  0, Whe, 000001000000000 TANK
Freight,                nil, 0,  2.,0,  0a,1d,  2h,2f, 14,0,  7, Cor, 000000000000010 TRADE
T-72,                    X4, 0,  2.,0, 32a,16d, 2h,2f, 16,0,  0, Met, 000000000000000 TANK
Long Range Heavy Bomber,E1,  1, 55.,2, 42a,12d, 2h,2f, 32,0,  0, Pot, 000000000000000 BOMB
Close Ground Support (Bomb),nil,1,18.,2,38a,14d,2h,2f, 20,0,  0, U2,  000000000000000 FTB
Marines,                War, 0,  2.,0, 16a,8d,  2h,2f, 16,0,  0, Amp, 000000001000100 MARINE
Light Troops,            X1, 0,  3.,0, 12a,10d, 2h,2f,  5,0,  1, Feu, 000000001000010 INF
Shenyang J-8 (Int),      U2, 1, 15.,2, 15a,15d, 2h,2f, 14,0,  3, U1,  000000000010000 INT
Reconnaissance Aircraft,War, 1, 26.,2,  0a,1d,  1h,1f, 14,0,  3, Cmb, 000000000001001 REC
Paratroopers,           War, 0,  2.,0, 14a,9d,  2h,2f, 16,0,  0, Amp, 000000101000010 PARA
Heavy Troops,            X4, 0,  2.,0, 18a,14d, 2h,2f, 10,0,  1, Feu, 000000001000010 INF
Heavy Troops,           Che, 0,  2.,0, 20a,12d, 2h,2f, 12,0,  1, Feu, 000000001000010 INF
Light Troops,            X3, 0,  3.,0, 14a,8d,  2h,2f,  6,0,  1, Feu, 000000001000010 INF
Light Troops,            X5, 0,  3.,0, 14a,8d,  2h,2f,  8,0,  1, Feu, 000000001000010 INF
Mobile BM,              nil, 0,  2.,0, 25a,1d,  3h,2f, 14,0,  0, Min, 000000001000000 HOW
Type 85,                Ref, 0,  3.,0, 32a,20d, 2h,2f, 22,0,  0, CA,  000000000000000 TANK
BTR-70,                 nil, 0,  4.,0, 20a,14d, 2h,2f, 20,0,  0, Plu, 000000101000010 IFV
MTLB,                   nil, 0,  2.,0, 18a,13d, 2h,2f, 15,0,  0, Csc, 000001001000010 MECH
Mobile SP Howitzer,     nil, 0,  2.,0, 24a,12d, 2h,2f, 22,0,  0, Min, 000000001000000 HOW
Type 69,                CA,  0,  2.,0, 30a,16d, 2h,2f, 16,0,  0, Whe, 000001000000000 TANK
Long Range Heavy Bomber,E1,  1, 50.,2, 40a,12d, 2h,2f, 32,0,  0, Pot, 000000000000000 BOMB
YW 531,                 nil, 0,  2.,0, 18a,12d, 2h,2f, 16,0,  0, Csc, 000001001000010 MECH
Paratroopers,           War, 0,  2.,0, 15a,9d,  2h,2f, 16,0,  0, Amp, 000000101000010 PARA
Light Troops,            X1, 0,  3.,0, 14a,8d,  2h,2f,  6,0,  1, Feu, 000000001000010 INF
Marines,                War, 0,  2.,0, 18a,8d,  3h,2f, 16,0,  0, Amp, 000000001000100 MARINE
FV432,                  nil, 0,  2.,0, 18a,12d, 2h,2f, 16,0,  0, Csc, 000001001000010 MECH
Helicopter Gunship,     nil, 1,  7.,0, 30a,13d, 2h,2f, 16,0,  0, AFl, 100000000000001 HELI
Light Troops,            X2, 0,  2.,0,  9a,9d,  2h,2f,  4,0,  1, Feu, 000000001000000 INF
Mobile SAM,             nil, 0,  1.,0, 12a,15d, 2h,2f, 32,0,  1, X7,  010010000010000 AA
Fighter Ground Bomber,  nil, 1, 18.,2, 36a,14d, 3h,2f, 20,0,  0, U2,  000000000000000 FTB
JH-7 (Fgt),             nil, 1, 16.,2, 17a,15d, 2h,2f, 15,0,  3, U2,  000000000010000 FGT
Transport Aircraft,     nil, 2,  1.,4,  0a,6d,  2h,2f, 11,4,  4, Bro, 000000100000000 TRANSP

;
; 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,              2,3,  0,1,0,   yes, 1, 5, 5,   no,  1, 5,  3,  no,no,   ; Drt
Plains,              1,2,  1,1,0,   yes, 1, 5, 1,   yes, 2,10,  0,  no,no,   ; Pln
Grassland,           1,2,  2,1,0,   yes, 1, 5, 2,   yes, 2,10,  0,  no,no,   ; Grs
Forest,              2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,no,   ; For
Hills,               2,3,  1,0,0,   yes, 1,10, 0,   yes, 5,10,  1,  no,no,   ; Hil
Mountains,           3,6,  0,1,0,   no,  3,10, 0,   yes, 2,10,  6,  no,no,   ; Mou
Subarctic,     	     2,4,  2,0,0,   yes, 1,10, 1,   yes, 4,20,  0,  no,no,   ; Tun
Industrial Sector,   2,4,10,10,10,  no,  0, 0, 0,   yes, 5,10,  1,  no,no,   ; Gla
Swamp,               2,3,  1,0,0,   Grs, 0,20, 6,   no,  0,15,  0,  no,no,   ; Swa
Jungle,              2,3,  1,0,0,   Grs, 0,20, 6,   no,  0,15,  0,  no,no,   ; Jun
Ocean,               1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,no,   ; Oce
Desert Village,      1,3,  3,1,0,
Chemical Facilities, 1,2,  1,3,6,
Grassland,           1,2,  2,1,0,
Paper Mill,          2,2,  1,2,4,
Factory Complexes,   2,3,  1,6,3,
Coal Working,        3,6,  0,6,4,
Coal,                1,4,  3,1,0,
Super Industries,    1,4, 15,15,15,
Turf,                2,3,  3,2,2,
Rubber,              2,4,  4,0,10,
Trade Route,         1,2,  2,0,8,
Oil,                 1,2,  2,4,20,
Factory Complexes,   1,2,  3,5,2,
Grassland,           1,2,  2,1,0,
Mill,                2,2,  1,4,2,
Industrialized Mine, 2,3,  1,6,3,
Ruhr/Ural Industry,  3,4,  0,30,60,
Minerals,            1,4,  0,2,3,
Super Industries,    1,4, 15,15,15,
Turf,                2,3,  3,2,2,
Rubber,              2,4,  4,0,10,
Fisheries,           1,2,  4,2,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
(Despotism),    Emperor,     Empress
Military Junta, Military Junta,Military Junta
Communism,      Premier,     Premier
Socialism,      High Priest, High Priestess
Democracy,      President,President
(Democracy),    President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  0,  0,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  0,  0,  0,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1,  1, -1,     4, Comandante, Comandante, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  0,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, President, President
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  0,  0,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  1,     2, Leader, Leader,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     0,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        0,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      0,  0,  0,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0,  0,  0,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  0,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,    -1, -1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      0,  0,  0,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,      0,  0,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    0,  0, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      0,  0,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0,  0,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian,0, 0,  0,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



;
;   Trading Commodities
;
@CARAVAN
Armaments,
Chemicals,
Lumber,
Copper,
Gold,
Industrial Equipment,
Aluminium,
Coal,
Synthetics,
Electronics,
Textiles,
Wheat,
Energy,
Steel,
Iron Ore,
Petroleum Products,


@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
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged


@CIVILIZE2
0		; AFl
0		; Alp
0		; Amp
0		; Ast
0		; Ato
0		; Aut
0		; Ban
0		; Bri
0		; Bro
0		; Cer
0		; Che
0		; Chi
0		; CoL
0		; CA
0		; Cmb
0		; Cmn
0		; Cmp
0		; Csc
0		; Cst
0		; Cor
0		; Cur
0		; Dem
0		; Eco
0		; E1
0		; E2
0		; Eng
0		; Env
0		; Esp
0		; Exp
0		; Feu
0		; Fli
0		; Fun
0		; FP
0		; Gen
0		; Gue
0		; Gun
0		; Hor
0		; Ind
0		; Inv
0		; Iro
0		; Lab
0		; Las
0		; Ldr
0		; Lit
0		; Too
0		; Mag
0		; Map
0		; Mas
0		; MP
0		; Mat
0		; Med
0		; Met
0		; Min
0		; Mob
0		; Mon
0		; MT
0		; Mys
0		; Nav
0		; NF
0		; NP
0		; Phi
0		; Phy
0		; Pla
0		; Plu  (Cst & Pot)
0		; PT
0		; Pot
0		; Rad
0		; RR
0		; Rec
0		; Ref
0		; Rfg
0		; Rep
0		; Rob
0		; Roc
0		; San
0		; Sea
0		; SFl
0		; Sth
0		; SE
0		; Stl
0		; Sup
0		; Tac
0		; The
0		; ToG
4		; 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



@LEADERS2
00000000		;Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
00000000		;Babylonians, Babylonian, -1, -1,  1,
00000000		;Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
00000000		;Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
00000000		;Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
00000000		;Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
00000000		;Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
00000000		;Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
00000000		;Zulus,       Zulu,        1,  0,  0,
00000000		;French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
00000000		;Aztecs,      Aztec,       0, -1,  1,
00000000		;Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
00000000		;English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
00000000		;Mongols,     Mongol,      1,  1, -1,
00000000		;Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
00000000		;Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
00000000		;Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
00000000		;Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
00000000		;Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
00000000		;Carthaginians, Carthaginian, 0,  0, -1,
00000000		;Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

00000000		; Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
00000000		; Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,


; 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
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Settlers
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Engineers
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Warriors
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Phalanx
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Archers
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Legion
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Pikemen
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Musketeers
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Fanatics
01110001, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Partisans
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Alpine Troops
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Riflemen
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Marines
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Paratroopers
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Mech. Inf.
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Horsemen
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Chariot
01110100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Elephant
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Crusaders
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Knights
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Dragoons
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Cavalry
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Armor
00101011, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Catapult
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Cannon
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Artillery
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Howitzer
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Fighter
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Bomber
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Helicopter
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Stlth Ftr.
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Stlth Bmbr.
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Trireme
10001110, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Caravel
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Galleon
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Frigate
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Ironclad
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Destroyer
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Cruiser
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;AEGIS Cruiser
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Battleship
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Submarine
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Carrier
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Transport
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Cruise Msl.
01111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Nuclear Msl.
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Diplomat
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Spy
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Caravan
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Freight
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Explorer
00100000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Extra Land
01110000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Extra Ship
10001111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Extra Air
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 1
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 2
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 3
11110101, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 4
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 5
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 6
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 7
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 8
10001111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 9
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 10
00001010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 11
10001010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 12
00001010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 13
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 14
00000010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 15
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 16
00001010, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 17
10000000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 18
01110000, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 19
01110001, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 20
01110001, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 21
01010001, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 22
00110100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 23
10001111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 24
00000100, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 25
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Test Unit 26
		

@MAP_TRANSPORT_RELATIONSHIPS
1,2
3,4
1,3

; 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
<none>  	; Phalanx
Archers.wav  	; Archers
<none>  	; Legion
Warrior.wav  	; Pikemen
<none>  	; Musketeers
Fanatics.wav  	; Fanatics
Partisans.wav  	; Partisans
Marines.wav  	; Alpine Troops
Riflemen.wav  	; Riflemen
Marines.wav  	; Marines
<none>  	; Paratroopers
<none>  	; Mech. Inf.
<none>  	; Horsemen
Chariot.wav  	; Chariot
Elephant.wav  	; Elephant
<none>  	; Crusaders
<none>  	; Knights
<none>  	; Dragoons
<none>  	; Cavalry
Oldcannons.wav  ; Armor
<none>  	; Catapult
Oldcannons.wav  ; Cannon
<none>  	; Artillery
<none>  	; Howitzer
<none>  	; Fighter
<none>  	; Bomber
<none>  	; Helicopter
<none>  	; Stlth Ftr.
<none>  	; Stlth Bmbr.
Trireme.wav  	; Trireme
<none>  	; Caravel
<none>  	; Galleon
<none>  	; Frigate
<none>  	; Ironclad
<none>  	; Destroyer
<none>  	; Cruiser
<none>  	; AEGIS Cruiser
<none>  	; Battleship
<none>  	; Submarine
<none>  	; Carrier
Transport.wav  	; Transport
<none>  	; Cruise Msl.
<none>  	; Nuclear Msl.
<none>  	; Diplomat
Spysilencer.wav ; Spy
<none>  	; Caravan
<none>  	; Freight
<none>  	; Explorer
<none>  	; Extra Land
<none>  	; Extra Ship
<none>  	; Extra Air
<none>  	; New Unit a
<none>  	; New Unit b
<none>  	; New Unit c
<none>  	; New Unit d
<none>  	; New Unit e
<none>  	; New Unit f
<none>  	; New Unit g
<none>  	; New Unit h
<none>  	; New Unit i
<none>  	; New Unit j
<none>  	; New Unit k
<none>  	; New Unit l
<none>  	; New Unit m
<none>  	; New Unit n
<none>  	; New Unit o
<none>  	; New Unit p
<none>  	; New Unit q
<none>  	; New Unit r
<none>  	; New Unit s
<none>  	; New Unit t
<none>  	; New Unit u
<none>  	; New Unit v
<none>  	; New Unit w
<none>  	; New Unit x
<none>  	; New Unit y
<none>  	; New Unit z

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

; please do not remove this line

