;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # 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
15      ; 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
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
8       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ;

@CIVILIZE
Advanced Flight,    4,-2,  Alp, nil, 3, 4    ; AFl
Alphabet,           5, 1,  nil, Amp, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  nil, no,  3, 0    ; Amp
Defence tech1,      4, 1,  U3,  Che, 0, 0    ; Ast
Attack tech1,       4,-1,  U3,  Che, 0, 0    ; Ato
Automobile,         6,-1,  no,  nil, 3, 4    ; Aut
Recruit. reform2,   4, 1,  Cmn, Ato, 0, 0    ; Ban
Bridge Building,    4, 0,  Iro, nil, 0, 4    ; Bri
No-settlers tech,   6,-1,  AFl, Alp, 0, 4    ; Bro
Typikon2,           5, 0,  nil, nil, 0, 2    ; Cer
Improved production,5,-1,  nil, Tra, 0, 4    ; Che
Fall tech,          0, 0,  AFl, Alp, 1, 0    ; Chi
Taxing reform,      4, 1,  nil, nil, 0, 1    ; CoL
Agral reform,       5,-1,  Cmn, nil, 0, 1    ; CA 
Resurrection,       5,-1,  Chi, Alp, 0, 0    ; Cmb
Recruitement reform,5, 0,  Ast, CoL, 0, 0    ; Cmn
Computers,          4, 1,  Min, no,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Typikon,            4, 0,  nil, nil, 0, 4    ; Cst
Impr. Economics,    4, 0,  CoL, Rfg, 0, 1    ; Cor
Impr. production 2, 4, 1,  Che, nil, 0, 1    ; Cur
Democracy,          5, 1,  nil, Inv, 2, 2    ; Dem
Impr. construction, 4, 1,  Che, nil, 0, 4    ; Eco
Electricity,        4, 0,  Met, no,  2, 4    ; E1 
Electronics,        4, 1,  nil, no,  3, 4    ; E2 
Engineering,        4, 0,  nil, nil, 0, 4    ; Eng
Siege technics,     3, 1,  nil, nil, 0, 0    ; Env
Anna Komnena tech,  2,-1,  U2,  X7,  0, 3    ; Esp
Explosives,         5, 0,  Gun, no,  2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  no,  3, 3    ; FP 
Impr. production 3, 3, 2,  Cur, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  AFl, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Bulgarian tech,     4,-1,  no,  no,  0, 0    ; Hor
Industrialization,  6, 0,  AFl, nil, 2, 1    ; Ind
Invention,          6, 0,  Eng, no,  1, 4    ; Inv
Iron Working,       5,-1,  nil, War, 0, 4    ; Iro
Mamluk technology,  0, 0,  no,  nil, 0, 0    ; Lab
The Laser,          4, 0,  NP,  no,  3, 3    ; Las
Moslem conversion,  5,-1,  X7,  Pla, 0, 2    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  no,  Iro, 1, 3    ; Mag
Map Making,         6,-1,  no,  nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  Mas, 0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  Gun, no,  1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  Tac, 3, 0    ; Mob
Monarchy,           5, 1,  nil, no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  nil, nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  nil, no,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Alp, AFl, 1, 2    ; Phi
Atonite technology, 4, 0,  U2,  U3,  0, 3    ; Phy
Education tech,     4, 1,  CA,  Gen, 1, 2    ; Pla
Heavy Cavalry,      4, 0,  X3,  nil, 0, 4    ; Plu
Polytheism,         4, 0,  nil, no,  0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  E1,  3, 4    ; Rad
Railroad,           6, 0,  no,  Bri, 2, 1    ; RR 
Anti-Chrysobulla,   2, 1,  Gen, Cor, 0, 1    ; Rec
Bulgarian tech,     4, 0,  no,  no,  0, 0    ; Ref
Impr.Farming,       3, 1,  Cur, Eco, 1, 1    ; Rfg
The Republic,       5, 1,  no,  Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, no,  3, 0    ; Rob
Impr.Infantry,      6,-2,  SE,  Gen, 0, 0    ; Roc
Sanitation,         4, 2,  no,  Eng, 2, 1    ; San
Seafaring,          4, 1,  no,  Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, no,  3, 3    ; SFl
Turkish fleet,      3,-2,  no,  X3,  0, 0    ; Sth
Impr.bowmen,        4,-1,  Cmn, Gen, 0, 0    ; SE 
Steel,              4,-1,  E1,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, no,  2, 0    ; Tac
Theology,           3, 2,  no,  Feu, 1, 2    ; The
Trade companies,    4, 0,  no,  no,  1, 3    ; ToG
Trading technology, 4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  no,  no,  0, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
Impr.Knights,       4,-1,  X4,  Che, 0, 0    ; Whe
Writing,            4, 2,  no,  nil, 0, 3    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 3    ; FT 
Chrysobulla,        3, 0,  no,  no,  0, 1    ; U1 
Alexios' Reign,     3, 0,  X7,  nil, 0, 0    ; U2 
Ask for help,       3, 0,  U2,  nil, 0, 0    ; U3 
Turkish tech,       3, 0,  no,  no,  0, 0    ; X1 
Egyptian tech,      3, 0,  no,  no,  0, 0    ; X2 
Moslem tech,        3, 0,  Ldr, X7,  0, 0    ; X3 
Christian tech,     3, 0,  AFl, nil, 0, 0    ; X4 
Venetian tech,      3, 0,  no,  no,  0, 0    ; X5 
Genuan tech,        3, 0,  no,  no,  0, 0    ; X6 
Byzantine tech,     3, 0,  AFl, 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,    Cmb,
Barracks,                  4, 1,    Gen,
Granary,                   6, 1,    nil,
Church,                    4, 1,    nil,
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    nil,
Courthouse,                8, 1,    nil,
City Walls,                8, 6,    nil,
Well,                      8, 2,    nil,
Bank,                     12, 3,    CoL,
Mosque,                    2, 1,    X3, 
School,                   16, 3,    Pla,
Monastic school,           5, 1,    nil,
Cathedral,                10, 4,    nil,
Blacksmith,               20, 4,    Che,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Medresa,                   1, 0,    X3, 
Manufacturing plant,      30, 5,    Cur,
Watermill,                24, 4,    Cur,
Armenian/Jewish colony,   16, 2,    Che,
Mint,                     16, 4,    Cor,
Sewer System,             12, 2,    nil,
Farming centre,            8, 3,    Rfg,
Superhighways,            40, 5,    Cor,
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,         13, 3,    Eco,
Windmill,                 32, 4,    Gen,
Harbor,                    6, 1,    nil,
Patriarchate,             255, 3,    no, 
Trade center,             16, 3,    no, 
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Rec,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Pyramids,                 20, 0,    nil,
Qubbath As-Sahra,         20, 0,    nil,
Hagia Eirene,             20, 0,    nil,
Amalfi,                   20, 0,    no, 
Acropolis,                30, 0,    nil,
St.Peter's Cathedral,     30, 0,    nil,
Pisa's Cathedral,         30, 0,    nil,
Ince Minare,              30, 0,    no, 
Al-Kazimain,              30, 0,    nil,
H.Apostles,               20, 0,    nil,
Abbasid Caliphate,        40, 0,    X3, 
Athos,                    50, 0,    Phy,
Aqueducts of Carthago,    40, 0,    nil,
Hagia Sofia,              30, 0,    nil,
The mosque of Cairouan,   40, 0,    nil,
San Marco,                40, 0,    no, 
Umajjads' Mosque,         40, 0,    nil,
Chrysobulla,              40, 0,    no, 
Hadrian's Temple,         40, 0,    nil,
Alexias,                  40, 0,    Esp,
Panteon,                  30, 0,    nil,
Al-Aqsa,                  60, 0,    nil,
San Apollinare in Classe, 60, 0,    nil,
The great citadel,        60, 0,    nil,
Ibn Tulun's Mosque,       60, 0,    nil,
Hagia Sofia,              60, 0,    nil,
Al-Azhar,                 60, 0,    nil,
The Lighthouse,           60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
no,         ; Qubbath As-Sahra
Chi,        ; Hagia Eirene
Rec,        ; Amalfi
X7,         ; Acropolis
no,         ; St.Peter's Cathedral
no,         ; Pisa's Cathedral
Ldr,        ; Ince Minare
no,         ; Al-Kazimain
Ldr,        ; H.Apostles
no,         ; Abbasid Caliphate
Ldr,        ; Athos
no,         ; Aqueducts of Carthago
Cmn,        ; Hagia Sofia
X7,         ; The mosque of Cairouan
Rec,        ; San Marco
no,         ; Umajjads' Mosque
Rec,        ; Chrysobulla
X7,         ; Hadrian's Temple
X7,         ; Alexias
no,         ; Panteon
no,         ; Al-Aqsa
nil,        ; San Apollinare in Classe
X7,         ; The great citadel
X3,         ; Ibn Tulun's Mosque
X7,         ; Hagia Sofia
no,         ; Al-Azhar
nil,        ; The Lighthouse


;
;    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
Settlers,     Bro, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  5, nil, 000000000000000
Impr.Settlers,no,  0,  2.,0,  0a,2d,  2h,1f,  8,0,  5, CA,  000000000000010
Byz.Infantry, X7,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, X7,  000000000000000
Byz.Infantry2,Roc, 0,  1.,0,  6a,5d,  2h,1f,  6,0,  1, Cmb, 000000000000000
Byz.Inf.3,    no,  0,  1.,0,  6a,6d,  2h,1f, 15,0,  1, Roc, 001010000000000
Turkish inf., no,  0,  1.,0,  5a,4d,  2h,1f,  3,0,  1, X1,  000100000010000
Impr.archer,  no,  0,  1.,0,  8a,1d,  2h,1f, 10,0,  0, no,  000000001000000
Lat.Infantry, X7,  0,  1.,0,  5a,4d,  2h,1f,  3,0,  1, X4,  000000000010000
Impr.infantry,X7,  0,  2.,0,  6a,6d,  2h,1f,  4,0,  1, Whe, 000000000000000
Warriors,     X3,  0,  7.,0, 12a,6d,  4h,1f,  1,4,  0, Gue, 000001000000010
Knights2,     X7,  0,  2.,0, 10a,5d,  2h,1f,  4,0,  0, Whe, 000001000000000
Mos.Infantry, X1,  0,  1.,0,  5a,4d,  2h,1f,  3,0,  1, X3,  000000000010000
Mon.Infantry, no,  0,  1.,0,  8a,5d,  2h,1f,  1,0,  0, no,  000000000000100
Byz.archer,   no,  0,  1.,0,  7a,0d,  2h,1f,  8,0,  0, U2,  000001000000001
Byz.Cavalry,  X7,  0,  2.,0,  8a,1d,  3h,1f,  7,0,  0, X7,  000000000000000
Trapezites,   no,  0,  2.,0, 10a,4d,  2h,1f, 12,4,  0, no,  000000000000000
Knights,      X7,  0,  2.,0,  8a,3d,  2h,1f,  4,0,  0, X4,  000000000000000
Crusaders,    no,  0,  2.,0, 10a,5d,  2h,1f,  4,0,  0, no,  000000001010000
Moslem Cavalry,no,  0,  2.,0,  8a,3d,  2h,1f,  4,0,  0, X3,  000000000010000
Mon.Cavalery, no,  0,  3.,0, 12a,6d,  4h,1f,  1,0,  0, no,  000011101010011
Byz.Cavalry 2,AFl, 0,  2.,0,  9a,2d,  2h,1f,  8,0,  0, Cmb, 000000000000000
Infantry camp,no,  1,  0.,127,  0a,0d,  1h,1f, 11,0,  1, no,  000000000000001
Serbs,        no,  0,  2.,0,  9a,3d,  2h,1f,  3,0,  0, no,  000000000000001
Cavalry camp, no,  1,  0.,127,  0a,0d,  1h,1f, 11,0,  1, no,  000000000000000
Byz.Armenian, no,  0,  1.,0,  6a,4d,  2h,1f,  6,0,  0, no,  000000000000000
T.Warrior,    no,  0,  1.,0,  9a,4d,  2h,1f,  1,0,  0, X1,  000000000010000
Blida,        no,  0,  1.,0, 12a,2d,  2h,1f, 17,0,  0, Env, 000000001000000
Emir,         no,  0,  1.,1, 12a,5d,  4h,1f,  8,0,  0, X1,  000000000010001
Infantry camp2,AFl, 1,  0.,127,  0a,0d,  1h,0f, 11,0,  1, AFl, 000000000000001
Cavalry camp2,no,  1,  0.,127,  0a,0d,  1h,0f, 11,0,  0, no,  000000000000001
Normans,      no,  0,  2.,1, 11a,3d,  3h,1f,  8,0,  0, X5,  000000000000001
Fortifications,nil, 0,  0.,0,  0a,15d, 5h,2f, 16,0,  1, no,  000010000000001
Genuan Galley,no,  2,  7.,0,  7a,3d,  2h,1f,  2,4,  4, X6,  110000000000001
Byz.Galley 2, no,  2,  6.,0,  7a,3d,  2h,1f,  8,4,  2, X7,  000000000001000
Turkish galley,no,  2,  6.,0,  9a,3d,  2h,1f,  7,4,  2, Sth, 000000000000000
TurkishCavalry,no,  0,  2.,0,  9a,4d,  2h,1f,  8,2,  0, X1,  000001000010000
Th.Walls,     no,  1,  0.,100,  0a,127d, 4h,1f, 127,0,  3, no,  000000000000001
Byz.Galley,   Cmb, 2,  6.,0,  7a,3d,  2h,1f, 10,4,  2, X7,  100000000000001
Ven.Galley,   no,  2,  7.,0,  7a,2d,  2h,1f,  2,4,  2, X5,  000000000100000
Lat.Galley,   X7,  2,  7.,0,  7a,3d,  2h,1f,  5,4,  2, X4,  110000000000001
Dhow,         X1,  2,  7.,0,  7a,3d,  2h,1f,  5,0,  2, X3,  000000000001001
Recruit2,     Ban, 0,  1.,0,  1a,1d,  1h,2f, 12,0,  0, Cmn, 001000000010010
Angelos,      no,  0,  2.,0,  9a,2d,  2h,2f, 16,0,  0, no,  000000001000011
Recruit,      Ban, 0,  1.,0,  1a,0d,  1h,2f, 15,0,  0, U2,  001000000010010
Basileus,     no,  0,  0.,1, 12a,2d,  1h,2f,  6,0,  0, no,  000001001000000
Patzinaks,    no,  0,  2.,1, 10a,4d,  2h,1f,  4,0,  0, no,  000000000000000
IV crusade,   no,  0,  0.,0, 99a,0d,  2h,1f,  3,0,  0, no,  000000000000000
Rebel,        no,  0,  5.,0, 34a,4d,  4h,1f,  1,0,  0, no,  000000000000011
Chr.Caravan,  X3,  0,  2.,0,  0a,1d,  1h,1f, 10,0,  7, nil, 000000000000010
Mos.Caravan,  X4,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, X3,  000000000000010
Heavy Mos Cav.,X1,  0,  2.,0, 10a,5d,  2h,1f, 10,0,  0, Plu, 000000000000000
Pope's Caracas,no,  2,  6.,1, 10a,6d, 12h,1f,  8,2,  0, no,  000000001000001
Fatih,        no,  2,  1.,0, 99a,99d, 4h,1f,  5,0,  0, no,  000011001000011
Scout,        no,  0,  2.,4,  0a,0d,  2h,1f,  6,0,  0, U2,  001001100000011
Procnik,      no,  0,  1.,3,  6a,0d,  2h,1f,  5,0,  0, U2,  001001000000000
Sturm ladder, Chi, 0,  2.,0, 10a,1d,  1h,1f, 13,0,  0, U2,  000000001000000
Byz.Infantry, no,  0,  1.,0,  1a,0d,  2h,1f,  3,0,  1, X7,  000000000000000
Mamluk,       no,  0,  2.,0, 11a,4d,  2h,1f,  4,0,  0, Lab, 000000000000001
Byz.Bulgarian,no,  0,  1.,0,  6a,4d,  2h,1f,  3,2,  1, no,  000000000000000
Serb.Cavalry, no,  0,  2.,0,  8a,3d,  2h,1f,  4,0,  0, no,  000000000000000
Georg.Cavalry,no,  0,  2.,0,  8a,3d,  3h,1f,  4,4,  0, no,  000000000000000
Bulgarians,   no,  0,  2.,0, 11a,3d,  2h,1f,  2,0,  0, no,  000000000000000


;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     2,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Grs,   ; Hil
Mountains,  3,6,  0,1,0,   no,  0, 0, 0,   yes, 1,10,  6,  Hil,   ; Mou
Portal area,1,2,  4,1,2,   yes, 2,10, 1,   no,  0, 0,  0,  Tun,   ; Tun
Coast,      1,3,  1,0,3,   no,  0, 1, 6,   yes, 1,15,  3,  Drt,   ; Gla
Swamp,      2,3,  1,0,0,   no,  0,15, 6,   For, 0,15,  0,  Swa,   ; Swa
Ravine,     2,8,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  Jun,   ; Jun
Ocean,      1,2,  1,0,2,   Gla, 0, 0, 0,   no,  0, 0,  0,  Gla,   ; Oce
Oasis,      1,2,  3,1,0,
Sheep,      1,2,  2,3,1,
Grassland,  1,2,  2,1,0,
Forest animals,2,3,  3,2,1,
Olives,     2,4,  2,2,1,
Monasteries,3,6,  1,3,3,
Loam,       1,2,  4,1,2,
Lighthouse, 2,2,  2,1,4,
Frogs,      2,3,  1,4,0,
Ravine,     0,0,  0,0,0,
Merchants,  1,2,  4,1,4,
Riches,     1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Fine wood,  2,3,  1,3,2,
Wine,       2,4,  2,0,4,
Iron,       3,6,  0,4,0,
Wheat2,     2,2,  5,1,3,
Port,       2,2,  2,3,4,
Moose,      2,3,  3,0,4,
Ravine,     0,0,  0,0,0,
Merchants,  1,2,  2,2,3,



@GOVERNMENTS
Gn0,            Mr.,         Ms.
Gn1,            Emperor,     Empress
Roman Empire,   Basileos,    Basilea
Caliphate,      Sultan,      Pope
Gn4,            Malik,       King
Republic,       King,        Consul
Gn5,            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
Michael VII,  Eudoxia,             0, 1, 1, Romans,      Roman,       0,  1,  1,     2, Basileos, Basilea
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptian,    Egyptia,    -1, -1,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mustansir,    Sadjar ad-Dur,       0, 7, 0, Egyptians,   Egyptian,   -1, -1,  1,   3, Caliph, Caliph
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
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Sulejman,     Mara Chatun,         0, 2, 0, Turks,       Turkish,     1,  1, -1,     4, Sultan, Sultana
Salomon,      Mary,                1, 3, 0, Genuans-Hungarians,Genuan-Hungarian, 0,  1,  0,     5, King, Queen
Gregory,      Isabella,            1, 4, 2, Christians,  Christian,  -1,  1, -1,     4, Pope, Pope
Mustansir,    Fatima,              0, 5, 0, Moslems,     Moslem,     -1, -1,  1,     4, Malik, Shah
Robert Guiscard,Roberta,             0, 6, 2, Normans-Venezians,Norman-Venezian, 1,  1, -1,    4, King, Queen
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
Swords,
Wool,
Wheat,
Slaves,
Salt,
Shields,
Copper,
Hides,
Wine,
Timber,
Silver,
Spice,
Carpets,
Dye,
Grain,
Gold,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Villages,    I
Build Mine,         m
Transform,          O
Kill heretics,      p
Build Airbase,      E
Go to,              G

@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged
