;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   Modified by Nick Dowling ('Case') for the scenario 'The Cruel Sea' Version 2.0
; 
;   Rules for Part 1: 'The Hunters' (1940-1942)
;
;   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
3       ; Communism pays support for all units past this
4       ; 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
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; 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
Patrol Aircraft,    4,-2,  Fli, Rad, 0, 0    ; AFl
VLR Aircraft,       7,-1,  Tac, Ast, 0, 0    ; Alp
Amphibious Warfare, 3,-2,  Plu, nil, 0, 3    ; Amp
Airborne Radar,     6, 1,  AFl, Rob, 0, 0    ; Ast
ASW Tactics,        4,-1,  Nav, Sea, 2, 3    ; Ato
Luftwaffe,          1,-1,  U2,  Fli, 0, 0    ; Aut
Battleship Design,  4, 1,  Nav, nil, 2, 0    ; Ban
Bridge Building,    4, 0,  nil, nil, 1, 3    ; Bri
Naxos Radar Detector,6,-1, Ast, Sth, 1, 0    ; Bro
Burial Ceremonies,  5, 0,  nil, nil, 1, 3    ; Cer
Naval Aviation,     5,-1,  Feu, no,  3, 0    ; Che
Shark Code,         4,-2,  Mat, Met, 0, 2    ; Chi
Shark Code Broken,  9, 1,  no,  nil, 0, 4    ; CoL
Advanced ASW Tactics,5,-1, SE,  Csc, 0, 3    ; CA 
Combustion,         5,-1,  no,  nil, 2, 4    ; Cmb
Communism,          5, 0,  no,  nil, 2, 2    ; Cmn
Convoy System,      4, 1,  Inv, Plu,  0, 3    ; Cmp
Seaborne HF/DF Gear,5,-1,  Plu, Phi, 0, 3    ; Csc
Construction,       4, 0,  nil, nil, 3, 1    ; Cst
Cruisers,           4, 0,  Nav, nil, 2, 0    ; Cor
Currency,           4, 1,  nil, nil, 2, 1    ; Cur
Democracy,          5, 1,  no,  nil, 2, 2    ; Dem
Escort Carrier Airwing,4, 1,  Ast, Min, 3, 0 ; Eco
Electricity,        4, 0,  nil, nil, 2, 4    ; E1 
Electronics,        4, 1,  E1,  nil, 3, 4    ; E2 
Hunter-Killer Groups,6, -1, Eco, CA, 3, 0    ; Eng
US Assistance,      3, 1,  no,  nil, 1, 2    ; Env
Espionage,          2,-1,  nil, nil, 1, 3    ; Esp
Explosives,         5, 0,  nil, nil, 2, 4    ; Exp
Flight II,          4,-1,  Fli, nil, 0, 0    ; Feu
Flight I,           4,-1,  nil, nil, 0, 0    ; Fli
Fundamentalism,     3,-2,  no,  nil, 2, 2    ; Fun
Helicopters,         0, 0, Pla,  Feu, 0, 2    ; FP 
Elektro Subs,       3, 2,  War, MP,  1, 0    ; Gen
Guerrilla Warfare,  4, 1,  no,  nil, 3, 0    ; Gue
Gunpowder,          8,-2,  nil, nil, 1, 3    ; Gun
Radar Directed Guns,4,-1,  Rob, nil, 2, 0    ; Hor
Industrialization,  6, 0,  Mat, Met, 3, 1    ; Ind
Radio Command Network,6, 0,Rad, Nav, 3, 4    ; Inv
Guided Missiles,     5,-1,  Ast, Aut, 1, 4    ; Iro
Allied Obs,         4,-1,  no,  nil, 3, 3    ; Lab
Axis Obs,           4, 0,  no,  nil, 3, 3    ; Las
Leigh Light,        4,-1,  Ast, U3,  0, 1    ; Ldr
Literacy,           5, 2,  nil, nil, 1, 3    ; Lit
Machine Tools,      4,-2,  nil, nil, 3, 1    ; Too
Magnetism,          4,-1,  nil, nil, 1, 3    ; Mag
Map Making,         6,-1,  nil, nil, 1, 3    ; Map
Maritime Trade,     4, 1,  nil, nil, 0, 3    ; Mas
Pre-Fab. Sub Building,6,-1, Pla, Too, 1, 0   ; MP 
Unreachable Tech 1, 1,-1,  no,  nil, 3, 3    ; Mat
Medicine,           4, 0,  nil, nil, 1, 3    ; Med
Unreachable Tech 2, 1,-2,  no,  nil, 1, 3    ; Met
Imp. Depth Charges, 5,-2,  Exp, Plu, 0, 3    ; Min
Mobile Warfare,     8,-1,  no,  nil, 3, 0    ; Mob
Monarchy,           5, 1,  no,  nil, 1, 3    ; Mon
Monotheism,         5, 1,  nil, nil, 1, 3    ; MT 
Mysticism,          4, 0,  nil, nil, 1, 3    ; Mys
Naval Warfare,      6,-1,  Mat, Met, 2, 0    ; Nav
Lend Lease,         1, 0,  Mat,  Met,  1, 2    ; NF 
Schnorchel,         3, 0,  SFl, Bro, 1, 0    ; NP 
Code Breaking,      6, 1,  Rad, Esp, 0, 4    ; Phi
Physics,            4,-1,  nil, nil, 1, 3    ; Phy
Advanced Ship Design,4, 1,  U2, Ast, 2, 0    ; Pla
Allied Navies,      4, 0,  Mat, Met,  1, 2   ; Plu
Polytheism,         4, 0,  nil, nil, 1, 3    ; PT 
Pottery,            4, 1,  nil, nil, 1, 3    ; Pot
Radio,              5,-1,  nil, nil, 3, 3    ; Rad
Railroad,           6, 0,  nil, nil, 3, 1    ; RR 
Surface Raiders,    2, 1,  U2,  nil,  2, 0    ; Rec
Refining,           4, 0,  nil, nil, 3, 1    ; Ref
Refrigeration,      3, 1,  no,  nil, 3, 1    ; Rfg
The Republic,       5, 1,  no,  nil, 1, 3    ; Rep
Radar,              5,-2,  Rad, E2,  3, 4    ; Rob
Super Battleships,  6,-2,  Pla, Hor,  0, 2    ; Roc
Sanitation,         4, 2,  nil, nil, 1, 3    ; San
ADSIC/Sonar,        4, 1,  E2,  U1, 0, 3    ; Sea
Type VII and IX Subs,4, 1,  U1,  U2, 1, 0    ; SFl
Aircraft Countermeasures,3,-2,  Mat,  Met, 1, 0    ; Sth
At-Sea Refueling,   5, 0,  Cmp, Plu, 0, 3    ; SE 
Submarine Tactics,  4,-1,  no,  U1,  1, 0    ; Stl
Heavy Ship Prohibition,4, 1,  no,  nil, 1, 2    ; Sup
Radio Navigation Network, 6,-1,  AFl, Inv, 0, 0    ; Tac
Theology,           3, 2,  nil, nil, 1, 3    ; The
Theory of Gravity,  4, 0,  nil, nil, 1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 3    ; Tra
University,         5, 1,  nil, nil, 1, 3    ; Uni
Walter Engines,     4,-1,  U2,  NP,  0, 2    ; War
US Enters War,      4,-1,  no,  nil, 1, 1    ; Whe
Writing,            4, 2,  nil, nil, 1, 3    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 3    ; FT 
Submarine Construction, 3, 0, Nav, nil, 1, 0    ; U1 
German Navy,        3, 0,  Mat, Met, 0, 2    ; U2 
Royal Navy,         3, 0,  Mat, Met, 0, 1    ; U3 
US Navy,            3, 0,  Mat, Met, 1, 1    ; X1 
Italian Navy,       3, 0,  no,  nil, 0, 2    ; X2 
German Obs,         3, 0,  no,  nil, 1, 2    ; X3 
RN Obs,             3, 0,  no,  nil, 3, 3    ; X4 
USN Obs,            3, 0,  no,  nil, 3, 3    ; X5 
Italian Obs,        3, 0,  no,  nil, 3, 3    ; X6 
Neutrality,         3, 0,  no,  nil, 3, 3    ; 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,
Naval Headquarters,       10, 0,    no, 
Barracks,                  4, 1,    no, 
Grain Silos,               6, 1,    no, 
Church,                    4, 1,    no, 
MarketPlace,               8, 1,    no, 
Recruiting Depot,          8, 1,    Nav,
Courthouse,                8, 1,    no, 
City Walls,                8, 0,    no, 
Aqueduct,                  8, 2,    no, 
Bank,                     12, 3,    no, 
Cathedral,                12, 3,    no, 
Naval Academy,            16, 3,    Nav, 
Mass Transit,             16, 4,    no, 
Rest Centre,              10, 4,    U2, 
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Ind,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    Ind, 
Elektro Sub Yard,        16, 3,    Gen, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewer System,             12, 2,    no, 
Mechanised Farming,        8, 3,    no, 
Oil Refinery,             20, 3,    no, 
Signals Intercept Station,16, 2,    Phi,
Air Defence Network,      10, 2,    no, 
Coastal Defences,          8, 1,    no, 
Submarine Pen,            30, 6,    no, 
Harbor,                    6, 1,    no, 
Dockyards,                16, 3,    no, 
Air Base,                 16, 3,    no, 
Police Station,            6, 2,    no, 
Naval Base,                8,10,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Raw Materials),         60, 0,    nil,
Grain Terminal,           20, 0,    Mas,
Franklin Roosevelt,       20, 0,    Rad,
Autobahn Network,         20, 0,    nil,
Shark Code,                1, 0,    Chi,
Rock,                     30, 0,    nil,
Adolf Hitler,             30, 0,    Rad,
Great Wall,               30, 0,    no, 
Admiral Donitz,           30, 0,    nil,
British Empire,           30, 0,    nil,
Marco Polo's Embassy,     20, 0,    no, 
US Economy,               40, 0,    MT, 
B-Dienst,                 30, 0,    nil,
Home Fleet,               40, 0,    nil,
Shakespeare's Theatre,    30, 0,    no, 
North African Campaign,   25, 0,    no, 
Winston Churchill,        40, 0,    nil,
German-Italian Alliance,  40, 0,    nil,
Albert Speer,             40, 0,    nil,
Panama Canal,            40, 0,    Mas,
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
The Kremlin,              60, 0,    nil,
Lend Lease Assistance,     1, 0,    NF, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
Bletchly Park,            60, 0,    nil,
Propaganda Films,         20, 0,    U2, 


;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Grain Terminal
nil,        ; Franklin Roosevelt
nil,        ; Autobahn Network
CoL,        ; Shark Code
Fli,        ; Rock
nil,        ; Adolf Hitler
Met,        ; Great Wall
nil,        ; Admiral Donitz
nil,        ; British Empire
Cmn,        ; Marco Polo's Embassy
nil,        ; US Economy
nil,        ; B-Dienst
nil,        ; Home Fleet
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; Winston Churchill
nil,        ; German-Italian Alliance
nil,        ; Nazi Party
nil,        ; Panama Cannal
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; The Kremlin
nil,        ; Lend Lease Assistance
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; Bletchly Park
nil,        ; Cure for Cancer


;
;    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
Light Cruiser,X4,  2, 10.,0,  8a,6d,  3h,2f, 14,0,  2, Nav, 000000000000001
Mine Field,        nil, 2,  0.,0,12a,30d,  9h,9f,  1,0,  2, no,  000000000000000
Freighter,    U2,  2,  7.,0,  0a,2d,  1h,1f,  4,0,  4, Mas, 000000000000000
Ocean Liner,  nil, 2, 14.,0,  0a,8d,  3h,1f,  4,0,  4, no,  000000000000000
Liberty Ship, Lab, 2, 8.,0,  0a,4d,  1h,1f,  3,0,  4, Whe, 000000000000000
Tanker,       Lab, 2,  6.,0,  0a,6d,  2h,1f,  4,0,  4, Ref, 000000000000001
LST,          Lab, 2,  5.,0,  0a,4d,  2h,1f,  8,0,  4, Amp, 000000000000000
Hudson,       Lab, 1,  8.,2,  5a,1d,  2h,1f,  4,0,  3, AFl, 000000000001000
Ocean Mine,   nil, 2,  0.,2,  4a,8d,  4h,1f, 1,0,  1, no,  000100000000000
Old Battleship,Feu, 2,  6.,0,  9a,7d,  3h,2f, 20,0,  2, Nav, 000000000000001
New York City,nil, 0,  0.,0,  0a,4d,  2h,1f, 10,0,  1, X7,  000000000000000
Blockade Runner,nil, 2, 20.,0,  0a,4d,  2h,1f, 20,0,  1, no,  000100000000001
RCN Corvette, X4,  2,  5.,0,  3a,2d,  2h,1f,  6,0,  2, Cmp, 000000000000100
Graf Zeppelin,Sup, 2, 10.,0,  4a,6d,  2h,2f, 20,0,  2, U2,  010000010000001
H-Class,      Sup, 2, 12.,0, 16a,14d, 4h,3f, 36,0,  2, Roc,  010000000000001
Me-110,       X3,  1,  4.,2,  4a,2d,  2h,1f, 14,0,  3, Sth, 010000000010000
Training Range,no,  2,  0.,0,  0a,1d,  3h,1f,  1,0,  2, no,  000000000000001
PBY-Catalina, X4, 1, 10.,2,  6a,2d,  2h,2f,  6,0,  3, AFl, 000000000001001
E-Boat,       X3,  2,  6.,0,  6a,1d,  2h,2f,  6,0,  2, Nav, 000000000100000
City Defences,nil, 0,  0.,0, 15a,30d, 9h,9f,  2,0,  1, X7,  000000000000000
Air Dropped Mine,nil, 2,  1.,0,  2a,1d,  3h,2f,  1,0,  2, no,  001000000001000
JU-87 Stuka,  X3,  1,  3.,2,  6a,1d,  2h,2f, 12,0,  0, Feu, 000000000000000
Sunderland,   X4,  1,  12.,2,  4a,3d,  3h,1f,  10,0,  2, Feu, 000000000001001
B-26 Marauder, X5,  1,  8.,2,  5a,2d,  1h,2f, 12,0,  0, no, 000000000000000
Marconi Class,X6, 2,  10.,0,  6a,3d, 2h,2f,  8,0,  2, U1,  000000000001000
Beaufighter, X4,  1,  8.,2,  4a,3d,  2h,2f,  6,0,  3, Ast, 000000000010000
B-24 Liberator,Lab, 1, 14.,4,  8a,2d,  2h,2f, 16,0,  0, Alp, 000000000001001
Fighter,      nil, 1,  3.,2,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010000
Swordfish,    X4,  1,  3.,2,  5a,2d,  2h,2f,  6,0,  0, Che, 000000000001000
JU-88,        X3,  1,  6.,2,  6a,3d,  2h,2f, 16,0,  3, Feu, 000000000010000
FW-200 Condor,X3,  1, 14.,2,  4a,3d,  2h,1f, 25,0,  3, AFl, 000000000001000
P-38 Lightning,X5,  1,  6.,2,  5a,6d,  2h,2f,  8,0,  3, Feu, 000000000010001
Patrol Boat,  nil, 2,  4.,0,  2a,2d,  1h,1f,  3,0,  2, nil, 000000000100000
Wellington,   X4,  1, 12.,2,  7a,2d,  2h,2f, 12,0,  2, Ldr, 100000000000001
TBF Avenger,  Lab, 1, 10.,1,  6a,2d,  2h,2f,  6,0,  2, Whe, 100000000001001
Nelson Class, Feu, 2, 8.,0,  10a,8d,  3h,3f, 18,0,  2, Nav, 000000000000000
Fleet Destroyer,Lab, 2, 12.,0,  6a,6d,  2h,2f,  9,0,  2, Rob, 100000000000001
Destroyer,    U2,  2, 10.,0,  5a,6d,  2h,1f,  7,0,  2, Nav, 100000000000000
Scharnhorst Class,Sup, 2, 12.,0, 10a,6d,  3h,2f, 20,0,  2, U2,  000000000000001
King George V,X4,  2, 9.,0, 12a,10d, 3h,4f, 16,0,  2, Ban, 000000000000000
Battleship,   U2,  2, 9.,0,  8a,8d,  3h,3f, 16,0,  2, Ban, 000000000000001
Submarine,    U2,  2,  4.,0,  8a,2d,  2h,2f,  6,0,  2, U1,  000000000001000
Carrier,      X4, 2, 8.,0,  8a,6d,  3h,4f, 20,0,  2, Che, 010000010000001
U.S Carrier,  X5,  2, 8.,0, 10a,10d, 3h,5f, 30,0,  2, Che, 010000010010001
Old Battleship,Feu, 2,  6.,1,  8a,6d,  3h,2f, 12,0,  2, Nav, 000000000000000
Old Destroyer,Cor, 2, 7.,1,  4a,4d,  2h,1f,  6,0,  2, nil, 100000000000000
US Heavy Cruiser,X5,  2,  10.,0,  9a,8d,  3h,2f,  12,0,  2, Cor, 000000000000000
Hipper Class, Sup, 2, 12.,0,  7a,5d,  3h,2f, 16,0,  2, U2,  000000000000001
Pocket Battleship,Sup, 2, 12.,0,  8a,6d,  2h,3f, 18,0,  2, Rec, 000000000000001
Heavy Cruiser,U2,  2, 10.,0,  8a,8d,  3h,2f, 17,0,  2, Cor, 000000000000001
Light Cruiser,Sup, 2, 10.,0,  7a,6d,  2h,2f, 16,0,  2, Nav, 000000000000001
US Destroyer, nil, 2,  10.,0,  6a,6d,  3h,2f, 9,0, 2, no, 100000000000000
AA Cruiser,   Lab, 2, 10.,0,  6a,6d,  3h,2f, 12,0,  2, Rob, 010000000000001
US Battleship,X5,  2, 10.,1, 10a,8d,  3h,4f, 30,0,  2, Ban, 000000000000001
Type II,      X3,  2,  4.,0,  6a,2d,  2h,1f,  2,0,  2, U1,  000000000101000
Type VII,     X3,  2,  8.,0,  8a,4d,  2h,2f,  3,0,  2, SFl, 000000000001000
Type IX,      X3,  2, 10.,0, 10a,4d,  3h,2f,  8,0,  2, SFl, 000000000001000
U boat Flak,  X3,  2,  9.,0,  5a,4d,  3h,2f,  7,0,  2, Sth, 010000000011000
Old Battleship, Nav,  2,  5.,0,  6a,5d,  3h,2f,  4,0,  2, U2, 000000000000000
Bismarck Class,Sup, 2, 12.,0, 12a,10d, 3h,3f, 28,0,  2, U2,  000000000000001
Auxiliary Cruiser,X3,  2, 14.,0,  6a,2d,  2h,1f,  4,2,  0, no, 000000000000000
Z Class,      X3,  2, 10.,0,  5a,4d,  2h,2f, 12,0,  0, U2,  100000000000001


;
; 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, 2,15, 5,   no,  0, 0,  0,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   yes, 4,40,  3,  Grs,   ; Pln
Grassland,  1,2,  2,1,1,   yes, 1, 5, 1,   no,  0, 0,  0,  Pln,   ; Grs
Forest,     2,3,  1,2,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; For
Hills,      2,4,  1,1,1,   no,  0, 0, 0,   yes, 2, 4,  0,  no,    ; Hil
Mountains,  4,6,  0,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Mou
Tundra,     1,2,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Swamp,      3,1,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Swa
Jungle,     3,4,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Coal Mine,  1,2,  0,8,2,
Grassland,  1,2,  2,1,0,
Paper Mill, 1,4,  1,3,5,
Coal Mine,  2,4,  0,8,2,
Iron Ore,   4,6,  0,10,3,
Water,      1,2,  1,0,0,
Polar Bear, 3,4,  0,0,0,
Reeds,      3,1,  1,0,0,
Rubber,     3,3,  1,6,4,
Fish,       1,2,  3,0,2,
Oil Fields, 1,2,  0,2,40,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Sawmill,    1,4,  1,5,3,
Copper Mine,2,4,  0,6,4,
Bauxite,    4,6,  0,10,3,
Mosquitos,  1,2,  1,0,0,
Polar Bear, 3,4,  0,0,0,
Reeds,      3,1,  1,0,0,
Oil Fields, 1,2,  0,2,40,
Fish,       1,2,  3,0,2,





@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Vichy Admin,    Comrade,     Comrade
Naval Authority, Admiral,     High Priestess
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, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 0, 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,  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
Tokugawa,     Amaterasu,           0, 2, 0, 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, 0, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
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
Canned Food,
Ammunition,
Meat,
Small Arms,
Sugar,
Coal,
Steel,
Spare Parts,
Machine Tools,
Medical Supplies,
Steel,
Engines,
Electronics,
Petrol,
Aviation Fuel,
Tanks,


@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
Midshipman
Lieutenant
Captain
Commodore
Vice-Admiral
Admiral

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged