;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   Modified for use in the multiplayer version of the scenario 'Raging Dragon' by Case 
;   (nick_dowling@hotmail.com)
;
;   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
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
4       ; 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.
0       ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
16      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
8       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Jet Aircraft,       4,-2,  Fli, Roc, 3, 4    ; AFl
The Internet,       5, 1,  Cmp, Ato, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  nil, nil, 3, 0    ; Amp
Amphibious Assaults,4, 1,  Amp, CA,  3, 0    ; Ast
Telecomunications,  4,-1,  E2,  Rad, 2, 3    ; Ato
First World,        0,-1,  no,  no,  3, 4    ; Aut
Banking System,     4, 1,  Cur, Lit, 1, 1    ; Ban
Bridge Building,    4, 0,  Cst, nil, 0, 4    ; Bri
Radar,              6,-1,  Rad, E2,  0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Fly By Wire,        5,-1,  AFl, Cmp, 1, 3    ; Che
Special Operations, 4,-2,  Fli, CA,  1, 0    ; Chi
Legal System,       4, 1,  no,  Lit, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, Rad, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Eng, 2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  E2,  Min, 3, 4    ; Cmp
Conscription,       7,-1,  no,  nil, 2, 0    ; Csc
Construction,       4, 0,  nil, nil, 0, 4    ; Cst
Capitalism,         4, 0,  Ban, Tra, 2, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Laser Targeting,    4, 1,  Las, Cmp, 2, 1    ; Eco
Electricity,        4, 0,  Inv, Uni, 2, 4    ; E1 
Electronics,        4, 1,  E1,  Eng, 3, 4    ; E2 
Engineering,        4, 0,  Cst, Phy, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  SE,  3, 2    ; Env
Espionage,          2,-1,  Rad, nil, 3, 0    ; Esp
Explosives,         5, 0,  Eng, nil, 2, 4    ; Exp
Naval Air Defence,  4,-1,  Met, Cmp, 3, 0    ; Feu
Flight,             4,-1,  ToG, Cmb, 2, 4    ; Fli
Nationalism,        3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  Sup, Uni, 3, 3    ; FP 
Genetic Engineering,3, 2,  nil, nil, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Tac, no,  3, 0    ; Gue
Gunpowder,          8,-2,  nil, nil, 1, 0    ; Gun
Hellicopters,       4,-1,  Fli, ToG, 0, 0    ; Hor
Second World,       0, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  nil, nil, 1, 4    ; Inv
Modern Roads,       5,-1,  Cmb, Eng, 0, 4    ; Iro
Labor Union,        4,-1,  Wri, Ldr, 3, 2    ; Lab
The Laser,          4, 0,  E1,  E2,  3, 3    ; Las
Industrialisation,  5,-1,  nil, nil, 1, 0    ; Ldr
Education System,   5, 2,  Wri, nil, 0, 3    ; Lit
Machine Tools,      4,-2,  Ldr, Eng, 2, 4    ; Too
Satelite Navigation,4,-1,  SFl, E2,  1, 3    ; Mag
Map Making,         6,-1,  nil, nil, 0, 1    ; Map
IFV's,              4, 1,  Mob, Met, 0, 4    ; Mas
Mass Production,    5, 0,  no,  Cor, 3, 4    ; MP 
Body Armour,        4,-1,  Whe, Min, 0, 3    ; Mat
Medicine,           4, 0,  nil, nil, 1, 1    ; Med
Guided Missiles,    6,-2,  Roc, E2,  3, 0    ; Met
Miniaturization,    4, 1,  Eng, Ldr, 3, 4    ; Min
Mobile Warfare,     8,-1,  Tac, Cmb, 3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  Cer, Phi, 1, 2    ; MT 
Mysticism,          4, 0,  nil, nil, 0, 2    ; Mys
Navigation,         6,-1,  nil, nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Uni, Ldr, 3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  nil, nil, 1, 2    ; Phi
Physics,            4,-1,  Uni, Cst, 1, 3    ; Phy
Plastics,           4, 1,  Ref, no,  3, 4    ; Pla
Mirage 2000,        4, 0,  no,  no,  3, 0    ; Plu
Polytheism,         4, 0,  nil, nil, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Phy, Ldr, 3, 4    ; Rad
Railroad,           6, 0,  Ldr, Bri, 2, 1    ; RR 
Advanced Infantry,  2, 1,  Mat, Cmp, 3, 2    ; Rec
Refining,           4, 0,  Uni, Ldr, 2, 4    ; Ref
Refrigeration,      3, 1,  Ldr, RR,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  Cmp, no,  3, 0    ; Rob
Rocketry,           6,-2,  ToG, Cmb, 3, 0    ; Roc
Sanitation,         4, 2,  nil, nil, 2, 1    ; San
Modern Ships,       4, 1,  Cmb, Nav, 0, 1    ; Sea
Space Flight,       4, 1,  Roc, AFl, 3, 3    ; SFl
Stealth,            3,-2,  Che, Bro, 3, 0    ; Sth
Television,         4,-1,  Rad, E2,  2, 3    ; SE 
Delcaration of War, 0, 0,  no,  no,  3, 0    ; Stl
Superconductor,     4, 1,  Whe, Rob, 3, 3    ; Sup
Professional Military,6,-1,  nil, nil, 2, 0    ; Tac
Theology,           3, 2,  MT,  Uni, 1, 2    ; The
Theory of Gravity,  4, 0,  Phy, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, Nav, 0, 1    ; Tra
University,         5, 1,  Lit, Cur, 1, 3    ; Uni
UAV's,              4,-1,  Che, Rob, 0, 0    ; War
Advanced Materials, 4,-1,  Uni, Pla, 0, 4    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Whe, War, 3, 3    ; FT 
China Obs,          0, 0,  no,  no,  0, 0    ; U1 
Russia Obs,         0, 0,  no,  no,  0, 0    ; U2 
West Obs,           0, 0,  no,  no,  0, 0    ; U3 
APEC Obs,           0, 0,  no,  no,  3, 0    ; X1 
Pakistani Obs,      0, 0,  no,  no,  0, 0    ; X2 
Indian Obs,         0, 0,  no,  no,  0, 0    ; X3 
Arab Obs,           0, 0,  no,  no,  0, 0    ; X4 
Not Russian Arms,   0, 0,  no,  no,  0, 0    ; X5 
Not Chinese Arms,   0, 0,  no,  no,  0, 0    ; X6 
Not Western Arms,   0, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Parliament,               10, 0,    no, 
Barracks,                  4, 1,    nil,
Grain Silos,               6, 1,    RR, 
TV Station,                6, 0,    SE, 
MarketPlace,               8, 1,    Cur,
School System,             8, 1,    Lit,
Courthouse,                8, 1,    no, 
Urban Enviroment,          0, 0,    nil,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 2,    Ban,
Hospital,                 12, 3,    Med,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no, 
Stadium,                  10, 4,    Cst,
Factory,                  20, 4,    Ldr,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    no, 
Recycling Center,          1, 1,    no, 
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Cor,
Sewer System,             12, 2,    San,
Intensive Agriculture,     8, 1,    Rfg,
Superhighways,            20, 5,    Iro,
Internet Links,           16, 3,    Alp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Battery,           8, 1,    Bro,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Seaport,                  16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    Sea,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Ukranian Wheatfields,     20, 0,    Rfg,
Old City,                 20, 0,    MT, 
Special Trade Zone,       20, 0,    Cor,
Pacific Fleet Base,       20, 0,    Sea,
Treaty of Alma-Alta,      30, 0,    Lit,
NATO Alliance,            30, 0,    nil,
Peoples Liberation Army,  30, 0,    Tac,
The Motherland Statue,    30, 0,    nil,
Booming Economy,          30, 0,    Ldr,
Arab League,              20, 0,    MT, 
Ka'abla,                  40, 0,    MT, 
Port Facilities,          30, 0,    Sea,
United States Navy,       40, 0,    Sea,
Taj Majal,                30, 0,    Med,
Islamic State,            40, 0,    nil,
The Kremlin,              40, 0,    nil,
Indian IT Industry,       40, 0,    Cmp,
Control of Siberia,       40, 0,    nil,
The Forbidden City,       40, 0,    nil,
Hermitage Museum,         40, 0,    RR, 
Saudi Oil Fields,         30, 0,    Ref,
STAVKA,                   60, 0,    Tac,
Three Gorges Dams,        60, 0,    Eng,
Chinese Nuclear Arsenal,  60, 0,    Roc,
Japanese Capital Funds,   60, 0,    Cor,
Cosmodrome,               60, 0,    SFl,
Chinese Space Program,    60, 0,    SFl,
The European Union,       60, 0,    Cor,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ukranian Wheatfields
nil,        ; Old City
nil,        ; Special Trade Zone
nil,        ; Pacific Fleet Base
E1,         ; Treaty of Alma-Alta
nil,        ; NATO Alliance
Met,        ; Peoples Liberation Army
nil,        ; The Motherland Statue
nil,        ; Booming Economy
nil,        ; Arab League
nil,        ; Ka'abla
nil,        ; Port Facilities
nil,        ; United States Navy
nil,        ; Taj Majal
Cor,        ; Islamic State
nil,        ; The Kremlin
nil,        ; Indian IT Industry
nil,        ; Control of Siberia
nil,        ; The Forbidden City
MP,         ; Hermitage Museum
nil,        ; Saudi Oil Fields
nil,        ; STAVKA
nil,        ; Three Gorges Dams
Met,        ; Chinese Nuclear Arsenal
Sea,        ; Japanese Capital Funds
nil,        ; Cosmodrome
nil,        ; Chinese Space Program
nil,        ; The European Union


;
;    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
Sappers,      nil, 0,  1.,0,  8a,6d,  2h,3f, 10,0,  0, Tac, 000001001000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
NATO Infantry,U3,  0,  2.,0,  4a,5d,  2h,1f,  6,0,  1, Csc, 000000001000000
CIS Infantry, U2,  0,  2.,0,  4a,6d,  2h,1f,  2,0,  1, Csc, 000000001000000
Chinese Infantry,U1,  0,  2.,0,  4a,4d,  4h,1f,  2,0,  1, Csc, 000000001000000
Indian Infantry,X3,  0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000001000000
Pakistani Inf.,X2,  0,  2.,0,  4a,5d,  2h,1f,  3,0,  1, Csc, 000000001000000
T-62,         Eco, 0,  3.,0,  8a,4d,  2h,1f,  4,0,  0, Mob, 000000000000000
Conscripts,   nil, 0,  1.,0,  4a,6d,  3h,1f,  1,0,  1, Fun, 000100001000010
Partisans,    nil, 0,  1.,0,  4a,4d,  3h,1f,  5,0,  1, Gue, 000001000000010
Arab Infantry,X4,  0,  2.,0,  5a,5d,  2h,1f,  5,0,  1, Csc, 000000001000000
APEC Infantry,X1,  0,  2.,0,  5a,5d,  2h,1f,  6,0,  1, Csc, 000000001000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,2f,  6,0,  0, Amp, 000000000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000011101000000
M1 Abrams,    X7,  0,  4.,0, 16a,8d,  3h,2f, 12,0,  0, Eco, 000000000000000
M2 Bradley,   X7,  0,  3.,0,  8a,6d,  3h,2f, 10,0,  0, Mas, 000000001000000
M113,         Mas, 0,  3.,0,  6a,4d,  2h,1f,  6,0,  0, Mob, 000000001000000
T-80,         X5,  0,  3.,0, 12a,6d,  2h,2f,  8,0,  0, Mob, 000000000000000
T-90,         X5,  0,  3.,0, 14a,7d,  2h,2f,  10,0,  0, Eco, 000000000000000
Labourers,    U1,  0,  2.,0,  0a,1d,  1h,1f,  4,0,  5, nil, 000000000000000
BMP 2,        X5,  0,  3.,0,  8a,6d,  2h,2f,  8,0,  0, Mas, 000000001000000
Patriot SAM,  U3,  0,  1.,0,  0a,4d,  2h,1f, 10,0,  1, Met, 010000000000000
MiG-29 Fulcrum,X5,  1, 15.,2, 10a,2d,  2h,3f,  8,0,  3, Che, 010000000010001
SU-27 Flanker,Aut, 1, 18.,2, 12a,3d,  2h,2f, 12,0,  3, Che, 010000000010001
SU-24 Fencer, U2,  1, 24.,2, 12a,2d,  2h,3f, 10,0,  3, Eco, 000000001000000
SU-25 Frogfoot,U2,  1, 10.,2, 10a,2d,  2h,2f,  8,0,  0, Met, 000000000000000
Type-85,      X6,  0,  3.,0, 12a,5d,  2h,2f,  8,0,  0, Eco, 000000000000000
Type 90,      X6,  0,  3.,0,  7a,4d,  2h,2f,  6,0,  0, Mas, 000000001000000
YW 531,       X6,  0,  3.,0,  6a,4d,  2h,2f,  4,0,  0, Mob, 000000001000000
Red Guard,    U1,  0,  2.,0,  6a,6d,  3h,1f,  4,0,  0, Tac, 000101001000000
J-7 Fishbed,  X6,  1,  8.,2,  7a,1d,  2h,2f,  3,0,  3, AFl, 010000000010000
J-12 Founder, U1,  1, 18.,2, 14a,3d,  2h,2f, 10,0,  0, Sth, 010000000010001
Q-5 Fantan,   X6,  1, 10.,2,  9a,3d,  2h,2f,  6,2,  0, AFl, 000000000000000
JH-7,         U1,  1, 18.,2, 10a,2d,  2h,2f,  8,0,  0, Eco, 000000001000000
H-6 Badger,   U1,  1, 30.,2, 14a,1d,  1h,2f, 12,0,  0, AFl, 000000000000001
Romeo Class,  U1,  2,  2.,0,  4a,2d,  1h,1f,  2,0,  2, Ldr, 000000000001000
Freighter,    nil, 2,  8.,0,  0a,2d,  2h,1f,  4,10,  4, Sea, 000000000000000
Destroyer,    nil, 2, 12.,0,  4a,4d,  3h,1f,  8,0,  2, E1,  100000000000001
LPD,          nil, 2, 10.,0,  0a,6d,  4h,2f, 16,4,  4, Ast, 100000000000001
Missile Cruiser,nil, 2, 12.,0,  8a,8d,  3h,2f, 18,0,  2, Feu, 110000000000001
Diesel Sub,   nil, 2,  6.,0,  8a,2d,  2h,2f, 10,0,  2, Cmb, 100000000001000
Nuclear Sub,  nil, 2, 10.,0, 10a,6d,  3h,2f, 16,0,  2, NP,  100000000001001
Tu-22 Backfire,U2,  1, 30.,4, 16a,4d,  2h,3f, 20,0,  0, Che, 000000000000001
Carrier,    nil, 2,   12.,0,  6a,10d,  4h,2f, 35,0,  2,  Feu, 100000010000001
J-8 Finback,  U1,  1, 14.,2,  8a,2d,  2h,2f,  8,0,  0, AFl, 010000000010001
SU-32 FN,     U2,  1, 35.,2, 14a,4d,  2h,3f, 18,0,  0, Che, 010000001000001
Heavy Artillery,nil, 0,  1.,0, 18a,1d,  1h,3f,  8,0,  0, Tac, 000000001000000
BMP-3,        X5,  0,  3.,0, 10a,7d,  3h,2f,  8,0,  0, Mas, 000010001000000
AEGIS Cruiser,X7,  2, 13.,0, 10a,8d,  3h,3f, 20,0,  2, Feu, 110000000000001
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
F-15 Eagle,   X7,  1, 18.,2, 12a,3d,  2h,3f, 10,0,  3, Che, 010000000010001
F-16 Falcon,  X7,  1, 12.,2,  8a,3d,  2h,2f,  8,0,  3, Che, 010000000010000
IDS Tornado,  X7,  1, 25.,2, 14a,4d,  2h,3f, 12,1,  0, AFl, 000000001000000
B-2 Spirit,   U3,  1, 40.,4, 20a,5d,  3h,3f, 25,0,  0, Sth, 010000001000001
Eurofighter,  U3,  1, 20.,2, 12a,5d,  2h,2f, 12,0,  3, Sth, 010000000010001
Mirage 2000,  nil, 1, 12.,2,  8a,3d,  2h,2f,  8,0,  3, Plu, 010000000010000
Arjun,        X3,  0,  3.,0, 12a,6d,  2h,2f, 10,0,  0, Eco, 000000000000000
UAAV,         nil, 1, 18.,1,  8a,1d,  1h,3f,  4,0,  0, War, 010000000010000
Type 88,      X1,  0,  3.,0, 10a,5d,  2h,2f, 12,0,  0, Eco, 000000000000000
Missile Boat, nil, 2,  6.,0,  6a,1d,  1h,2f,  4,0,  0, Met, 001000000101000
Advanced Inf.,nil, 0,  2.,0,  8a,6d,  3h,1f,  6,4,  0, Rec, 010001001000100
Battlecruiser,nil, 2, 14.,0, 14a,10d, 3h,3f, 30,0,  2, Whe, 010000000010001

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


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   yes, 2,15,  3,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 2,10,  3,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,1,1,   yes, 1,10, 0,   yes, 2,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tagia,      2,3,  1,1,0,   no,  1,10, 1,   no,  0, 0,  0,  Pln,   ; Tun
Sand Dunes, 2,3,  0,1,0,   no,  0, 0, 0,   yes, 1,15,  3,  Drt,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,1,
Cattle,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal Mine,  2,4,  1,2,0,
Gold,       3,6,  0,3,6,
Village,    1,2,  1,2,2,
Oil Field,  2,2,  0,4,5,
Swamp Oil,  2,3,  1,3,4,
Mine,       2,3,  1,4,2,
Fish,       1,2,  3,0,2,
Oil Field, 1,2,  0,4,5,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Copper Mine,2,4,  1,2,4,
Iron,       3,6,  0,4,2,
Paper Mill, 1,2,  1,2,3,
Oasis,      2,2,  3,0,1,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Oil Rig,    1,2,  1,4,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Nationalism,    President,   President
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 0, Germans,     German,      1,  0, -1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 3, Egyptians,   Egyptian,    0,  0,  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
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  1, -1,     2, Czar, Czarina, 4, President, President
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,       1,  1, -1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     1,  1, -1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, 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
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  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,     1,  1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 1,  1,  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
Clothing,
Cotton,
Small Arms,
Rubber,
Coffee,
Coal,
Electronics,
Entertainment,
Motor bikes,
Automobiles,
Chemicals,
Software,
Engines,
Computers,
Oil,
Aircraft,


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


@DIFFICULTY
Captain (easiest)
Major
Colonel
Brigadier
General
Marshal (toughest)

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged