;
;   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
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
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; 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
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Alphabet,           5, 1,  no,  nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  no,  Tac, 3, 0    ; Amp
Astronomy,          4, 1,  no,  Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  no,  Phy, 2, 3    ; Ato
Automobile,         6,-1,  U2,  nil, 2, 4    ; Aut
Banking,            4, 1,  no,  Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  U2,  nil, 0, 4    ; Bri
Bronze Working,     6,-1,  no,  nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  no,  nil, 0, 2    ; Cer
Chemistry,          5,-1,  no,  Med, 1, 3    ; Che
Chivalry,           4,-2,  no,  Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  no,  nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  AFl, 3, 0    ; CA
Combustion,         5,-1,  no,  Exp, 2, 4    ; Cmb
Communism,          5, 0,  no,  Ind, 2, 2    ; Cmn
Computers,          4, 1,  no,  MP,  3, 4    ; Cmp
Conscription,       7,-1,  no,  Met, 2, 0    ; Csc
Trench Warfare,     4, 0,  U3,  Ref, 0, 0    ; Cst
The Corporation,    4, 0,  no,  Eco, 2, 1    ; Cor
Currency,           4, 1,  no,  nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  Inv, 2, 2    ; Dem
Economics,          4, 1,  no,  Ban, 2, 1    ; Eco
Electricity,        4, 0,  no,  Mag, 2, 4    ; E1
Imperialism,        4, 1,  U2,  nil, 0, 0    ; E2
Engineering,        4, 0,  no,  Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  SFl, 3, 2    ; Env
Espionage,          2,-1,  no,  Dem, 3, 0    ; Esp
Explosives,         5, 0,  no,  Che, 2, 4    ; Exp
Feudalism,          4,-1,  no,  Mon, 0, 0    ; Feu
FFlight,            4,-1,  no,  ToG, 2, 0    ; Fli
Fundamentalism,     3,-2,  no,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  no,  Sup, 3, 3    ; FP
Genetic Engineering,3, 2,  no,  Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  no,  Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  no,  nil, 0, 0    ; Hor
Industrialization,  6, 0,  U2,  nil, 2, 1    ; Ind
Invention,          6, 0,  no,  Lit, 1, 4    ; Inv
Iron Working,       5,-1,  no,  War, 0, 4    ; Iro
Labor Union,        4,-1,  no,  Gue, 3, 2    ; Lab
Western Front,      4, 0,  U2,  nil, 3, 3    ; Las
Caporetto,          5,-1,  U2,  nil, 0, 0    ; Ldr
Somme,              5, 2,  U2,  nil, 0, 0    ; Lit
Verdun,             4,-2,  U2,  nil, 0, 0    ; Too
Breakthrough,       4,-1,  U2,  nil, 0, 0    ; Mag
Invasion of Romania,6,-1,  U2,  nil, 0, 0    ; Map
Invasion of Serbia, 4, 1,  U2,  nil, 0, 0    ; Mas
Disaster at Marne,  5, 0,  U2,  nil, 1, 4    ; MP
Not Allies/Italian, 4,-1,  U2,  nil, 0, 4    ; Mat
Valuable Resources, 4, 0,  U2,  nil, 2, 4    ; Med
Heavy Artillery,    6,-2,  Min, nil, 0, 0    ; Met
Light Artillery,    4, 1,  U2,  nil, 0, 0    ; Min
Mobile Warfare,     8,-1,  no,  nil, 3, 0    ; Mob
U-Boat Warfare,     5, 1,  U2,  nil, 1, 0    ; Mon
Naval Warfare,      5, 1,  U2,  nil, 1, 0    ; MT
Inflation,          4, 0,  U2,  nil, 2, 1    ; Mys
Provisional Government,6,-1,U2, nil, 1, 4    ; Nav
Bread Riots,        6,-2,  U2,  nil, 1, 4    ; NF
Blockade,           3, 0,  X2,  SE,  1, 0    ; NP
Special Training,   6, 1,  Cst, Met, 0, 0    ; Phi
U.S. Intervention,  4,-1,  U2,  nil, 1, 4    ; Phy
Italian Intervention,4,1,  U2,  nil, 1, 4   ; Pla
Invasion of Bulgaria,4,0,  U2,  nil, 0, 4    ; Plu
City Improvements 1,4, 0,  U2,  nil, 2, 4    ; PT
City Improvements 2,4, 1,  U2,  nil, 2, 4    ; Pot
Revolution,         5,-1,  Fli, E1,  0, 0    ; Rad
Railroad,           6, 0,  U2,  nil, 2, 4    ; RR
Neutrality,         2, 1,  U2,  nil, 2, 3    ; Rec
Not Russia,         4, 0,  U2,  nil, 1, 4    ; Ref
Not Austria-Hungary,3, 1,  U2,  nil, 0, 4    ; Rfg
Not Italy,          5, 1,  U2,  nil, 1, 4    ; Rep
Not Allies,         5,-2,  U2,  nil, 1, 4    ; Rob
Not Germany,        6,-2,  U2,  nil, 0, 4    ; Roc
German Air 1,       4, 2,  X1,  Sth, 2, 0    ; San
German Air 2,       4, 1,  X1,  San, 2, 0    ; Sea
German Air 3,       4, 1,  X1,  Sea, 2, 0    ; SFl
Flight,             3,-2,  U3,  nil, 2, 0    ; Sth
Advanced Warfare,   4,-1,  Phi, U3,  0, 0    ; SE
Tracked Vehicles,   4,-1,  Roc, SE,  0, 0    ; Stl
Aerial Advance 1,   4, 1,  Roc, Sth, 2, 0    ; Sup
Aerial Advance 2,   6,-1,  Roc, Sup, 2, 0    ; Tac
Aerial Advance 3,   3, 2,  Roc, Tac, 2, 0    ; The
Railroad Guns,      4, 0,  SE,  Met, 0, 0    ; ToG
Unrestricted U-Boats,4,2,  Phi, SE,  1, 0    ; Tra
Decoding,           5, 1,  Roc, U3,  1, 4    ; Uni
Propaganda,         4,-1,  Ref, nil, 2, 4    ; War
Chemical Warfare,   4,-1,  U3,  Ref, 0, 0    ; Whe
Aeronautics,        4, 2,  U3,  X1,  2, 0    ; Wri
Future Technology,  1, 0,  nil, nil, 2, 4    ; ...
Twice Removed,      3, 0,  no,  no,  2, 4    ; U1
Base Technology,    3, 0,  U1,  nil, 2, 4    ; U2
Researchable Techs, 3, 0,  U2,  nil, 2, 4    ; U3
German Tech,        3, 0,  U2,  nil, 0, 4    ; X1
Allied Tech,        3, 0,  U2,  nil, 1, 4    ; X2
Austro-Hungarian Tech,3,0, U2,  nil, 0, 4    ; X3
Italian Tech,       3, 0,  U2,  nil, 1, 4    ; X4
Russian Tech,       3, 0,  U2,  nil, 1, 4    ; X5
Neutral Tech,       3, 0,  U2,  nil, 2, 3    ; X6
Communist Tech,     3, 0,  U2,  nil, 2, 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,
Parliament,               10, 0,    Med,
Barracks,                  4, 1,    no, 
Silo,                      4, 1,    PT, 
Propaganda,                3, 1,    War,
MarketPlace,               6, 1,    PT, 
Library,                   6, 1,    Pot,
Town Square,               6, 1,    Pot,
Fortifications,            6, 0,    Pot,
Hospital,                  6, 2,    PT, 
Bank,                     10, 3,    Pot,
Communication System,     10, 3,    Pot,
University,               12, 3,    Rob,
Mass Transit,             16, 4,    no, 
Opera House,               8, 4,    Pot,
Factory,                  20, 4,    Pot,
Railroad Supply System,   32, 6,    Pot,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Raw Materials,            16, 4,    Roc,
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewer System,             12, 2,    PT, 
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          6, 1,    PT, 
Solar Plant,              32, 4,    no, 
Harbor,                    4, 1,    PT, 
Seized Goods,             10, 3,    NP, 
Airport,                  16, 3,    no, 
Post Office,               4, 2,    Pot,
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Scientific Farming,       20, 0,    nil,
General Staff Building,   20, 0,    nil,
Alsace & Lorraine,        20, 0,    nil,
Unrestricted U-Boats,     20, 0,    Tra,
Decoder,                  30, 0,    Uni,
Propaganda Campaign,      30, 0,    War,
Brandenburgh Gate,        30, 0,    nil,
Schlieffen Plan,          30, 0,    nil,
Krupp Steel Works,        30, 0,    nil,
Schoenbrunn Castle,       20, 0,    nil,
St. Basil's Cathedral,    40, 0,    nil,
Gaussian School,          30, 0,    nil,
Trafalgar Square,         40, 0,    nil,
Hermitage,                30, 0,    nil,
Lunatic's Workshop,       40, 0,    Wri,
Church of Our Saviour,    40, 0,    nil,
Humboldt University,      40, 0,    nil,
Money Printing,           40, 0,    nil,
Vatican,                  40, 0,    nil,
Arc de Triumph,           40, 0,    nil,
Eiffel Tower,             30, 0,    nil,
Women's Suffrage,         60, 0,    nil,
Shipping Fleet,           60, 0,    nil,
Dyestuff Industry,        60, 0,    Whe,
Buda Castle,              60, 0,    nil,
Elizabeth Bridge,         60, 0,    nil,
Unification of Italy,     60, 0,    nil,
Kronstadt,                60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Scientific Farming
Rad,        ; General Staff Building
nil,        ; Alsace & Lorraine
nil,        ; Unrestricted U-Boats
nil,        ; Decoder
nil,        ; Propaganda Campaign
nil,        ; Brandenburgh Gate
MP,         ; Schlieffen Plan
nil,        ; Krupp Steel Works
nil,        ; Schoenbrunn Castle
NF,         ; St. Basil's Cathedral
nil,        ; Gaussian School
nil,        ; Trafalgar Square
NF,         ; Hermitage
nil,        ; Lunatic's Workshop
NF,         ; Church of Our Saviour
nil,        ; Humboldt University
Mys,        ; Money Printing
nil,        ; Vatican
nil,        ; Arc de Triumph
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
NP,         ; Shipping Fleet
nil,        ; Dyestuff Industry
nil,        ; Buda Castle
nil,        ; Elizabeth Bridge
nil,        ; Unification of Italy
Rad,        ; Kronstadt


;
;    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
Labor Force,  nil, 0,  2.,0,  0a,5d,  2h,1f,  4,0,  5, Med, 000000000000000
Neutral Infantry,nil, 0,  0.,0,  0a,30d, 3h,2f,  4,0,  1, Rec, 000000000000000
British Conscripts,nil, 0,  3.,0, 15a,9d,  2h,2f,  2,0,  0, X2,  000000000000000
Hungarian Conscripts,nil, 0,  2.,0, 14a,8d,  2h,2f,  2,0,  0, X3,  000000000000000
Austrian Conscripts,nil, 0,  2.,0, 15a,7d,  2h,2f,  2,0,  0, X3,  000000000000000
French Conscripts,nil, 0,  3.,0, 15a,9d,  2h,2f,  2,0,  0, X2,  000000000000000
German Conscripts,nil, 0,  3.,0, 15a,9d,  2h,2f,  2,0,  0, X1,  000000000000000
Machine Gun,  Csc, 0,  1.,0,  1a,16d, 2h,2f,  3,0,  1, Gun, 000010000000000
Tannenburg,   nil, 0,  0.,0,  0a,1d,  1h,0f,  2,0,  0, no,  000000000000000
German Division,nil, 0,  3.,0, 16a,10d, 2h,2f,  4,0,  1, X1,  000000000000000
British Division,nil, 0,  3.,0, 16a,10d, 2h,2f,  4,0,  1, X2,  000000000000000
French Division,nil, 0,  3.,0, 16a,10d, 2h,2f,  4,0,  1, X2,  000000000000000
Russian Division,nil, 0,  2.,0, 15a,9d,  2h,2f,  3,0,  0, X5,  000000000000100
Hungarian Division,nil, 0,  2.,0, 15a,9d,  2h,2f,  4,0,  1, X3,  000000000000000
Austrian Division,nil, 0,  2.,0, 15a,9d,  2h,2f,  4,0,  1, X3,  000000000000000
German Cavalry,nil, 0,  5.,0, 17a,6d,  2h,2f,  5,0,  0, X1,  000000000000000
Austrian Cavalry,nil, 0,  4.,0, 16a,6d,  2h,2f,  5,0,  0, X3,  000000000000000
Tanks,        nil, 0,  3.,0, 17a,7d,  4h,2f, 10,0,  0, Stl, 000000001000000
Italian Cavalry,nil, 0,  5.,0, 16a,6d,  2h,2f,  5,0,  0, X4,  000000000000000
Impassible,   nil, 0,  0.,0,  0a,1d,  1h,0f,  4,0,  0, no,  000000000000000
French Cavalry,nil, 0,  5.,0, 17a,6d,  2h,2f,  5,0,  0, X2,  000000000000000
Russian Cavalry,nil, 0,  4.,0, 16a,6d,  2h,2f,  5,0,  0, X5,  000000000000000
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
Railroad Gun, nil, 0,  1.,0, 20a,1d,  1h,7f, 11,0,  0, ToG, 000000001000000
65mm Battery, nil, 0,  2.,0, 17a,2d,  1h,4f,  6,0,  0, Min, 000000001000000
77mm Battery, ToG, 0,  1.,0, 19a,1d,  1h,5f,  7,0,  0, Met, 000000001000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Albatros D Va,Sea, 1, 18.,1, 14a,9d,  2h,2f,  8,0,  3, San, 000000000010010
Gotha G.IV,   nil, 1, 12.,2, 19a,1d,  2h,2f, 12,0,  0, SFl, 000000000000000
Caproni CA.36,Rep, 1, 18.,1, 17a,1d,  2h,2f, 10,0,  0, The, 000000000000000
Nieuport 17,  Mat, 1, 18.,1, 14a,9d,  2h,2f,  8,0,  3, Sup, 000000000010010
DH.4,         Rob, 1, 18.,1, 19a,1d,  2h,2f, 12,0,  0, The, 000000000000000
Avro 504K,    nil, 1, 22.,1, 16a,10d, 2h,2f,  4,0,  3, The, 000000000010010
Pheonix FH7,  Rfg, 1, 18.,1, 14a,9d,  2h,2f,  8,0,  3, Sup, 000000000010010
PC-10,        Ref, 1, 18.,1, 14a,9d,  2h,2f,  8,0,  3, Sup, 000000000010010
Fokker Dr.1,  SFl, 1, 20.,1, 15a,9d,  2h,2f,  9,0,  3, Sea, 000000000010010
Junkers D.I,  nil, 1, 22.,1, 16a,10d, 2h,2f, 10,0,  3, SFl, 000000000010010
Reconassiance Craft,nil, 1, 18.,1,  0a,4d,  1h,1f,  5,0,  0, Sth, 000000000000011
Destroyer,    nil, 2, 10.,0, 12a,11d, 3h,2f,  6,0,  2, MT,  100000000000001
Cruiser,      nil, 2,  9.,0, 14a,13d, 3h,3f,  8,0,  2, MT,  000000000000001
Battleship,   nil, 2,  8.,0, 15a,14d, 4h,3f, 16,0,  2, MT,  000000000000001
U-Boat,       nil, 2,  7.,0, 15a,3d,  2h,4f,  6,0,  2, Mon, 000000000001001
Transport,    nil, 2,  2.,0,  0a,4d,  2h,2f, 25,8,  2, X2,  000000000000001
Italian Conscripts,nil, 0,  3.,0, 14a,8d,  2h,2f,  2,0,  0, X4,  000000000000000
Italian Division,nil, 0,  3.,0, 16a,9d,  2h,2f,  4,0,  1, X4,  000000000000000
Chlorine Gas, nil, 0,  2.,0,  7a,0d,  1h,9f,  1,0,  0, Whe, 001001000000010
Interceptor,  nil, 0,  0.,0,  0a,0d,  1h,1f,  3,0,  6, Tac, 000000000000010
Zeppelin,     nil, 0,  1.,0,  0a,0d,  1h,1f,  6,0,  6, Wri, 000001100000011
Russian Conscripts,nil, 0,  2.,0, 15a,8d,  2h,2f,  1,0,  0, X5,  000000000000000
Bulgarian Conscripts,nil, 0,  2.,0, 15a,8d,  2h,2f,  2,0,  0, Mas, 000000000000000
no,           Gue, 1, 10.,5,  0a,1d,  1h,1f,  3,0,  6, no,  000001000000010
British General,nil, 0,  3.,0, 17a,10d, 5h,2f, 10,0,  0, Med, 000000000000000
Imperial Guard,nil, 0,  3.,0, 19a,12d, 2h,2f, 11,0,  0, Med, 000000000000000
Field Marshall,nil, 0,  3.,0, 17a,10d, 5h,2f, 10,0,  0, Med, 000000000000000
Red Soldiers, nil, 0,  3.,0, 20a,15d, 7h,4f,  3,0,  0, Rad, 000001001000011
Somme,        nil, 0,  0.,0,  0a,10d, 3h,2f,  4,0,  0, no,  000000000000000
Verdun,       nil, 0,  0.,0,  0a,10d, 3h,2f,  4,0,  0, no,  000000000000000
Caporetto,    nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
American Division,nil, 0,  3.,0, 17a,10d, 4h,2f, 11,0,  0, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, 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
Urban,      1,2,  6,6,1,   no,  0, 5, 0,   no,  0, 5,  0,  no,    ; 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,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
No Man's Land,1,1,  1,0,0,   yes, 1,10, 0,   no,  0, 0,  0,  no,    ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; 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
Urban,      1,2,  3,1,0,
Cattle,     1,2,  2,3,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  3,4,2,
Coal,       2,4,  1,4,0,
Gold,       3,6,  0,1,8,
No Man's Land,1,2,  1,0,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Squid,      1,2,  3,0,3,
Urban,      1,2,  0,5,0,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,4,
Wine,       2,4,  1,0,6,
Iron,       3,6,  0,5,0,
No Man's Land,1,2,  1,0,0,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Autocratic,     Emperor,     Empress
Monarchy,       Czar,        Queen
Communism,      Comrade,     Comrade
Alliance,       The Prime Ministers,High Priestess
Empire,         Kaiser,      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,
Hammurabi,    Ishtari,             0, 3, 0, Babylonians, Babylonian,  1, -1, -1,  1, Emperor, Emperor, 2, Emperor, Emperor, 3, Emperor, Emperor, 4, Emperor, Emperor, 5, Emperor, Emperor, 6, Emperor, Emperor,
Frederick,    Maria Theresa,       0, 2, 0, Germans,     German,      1, -1, -1,  1, Kaiser, Kaiser, 2, Kaiser, Kaiser, 3, Kaiser, Kaiser, 4, Kaiser, Kaiser, 5, Kaiser, Kaiser, 6, Kaiser, Kaiser,
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,   -1,  0,  1,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,
Lenin,        Catherine the Great, 1, 7, 0, Russians,    Russian,     1, -1, -1,
Shaka,        Shakala,             0, 6, 0, Zulus,       Zulu,        1, -1, -1,   1, King, King, 2, King, King, 3, King, King, 4, King, King, 5, King, King, 6, King, King,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,
Henry VIII,   Elizabeth I,         1, 1, 3, English,     English,     1, -1, -1,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,     1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,

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
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


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


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













