;
;   CIVILIZATION GAME DATA - COLONIES Scenario v3.0
;   Copyright (c) 1995 by MicroProse Software
;   (Modifications by John Ellis - 2000)
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
2       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by 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)
1       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
2       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
15      ; Communism is equivalent of this palace distance.
90      ; Fundamentalism loses this % of science
60      ; Percent shield penalty for production type change
15      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; 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
Armour,             3, 2,  Che, Inv, 1, 0    ; AFl
Armoured Horse,     1, 1,  AFl, Sup, 1, 0    ; Alp
Artillery,          7,-2,  Lab, Exp, 2, 0    ; Amp
Astronomy,          4, 1,  Mat, Plu, 0, 3    ; Ast
Base Tech,          1,-1,  U3,  nil, 1, 4    ; Ato
Buildings,          1, 2,  U3,  nil, 1, 4    ; Aut
Banking,            3, 1,  Chi, Mat, 1, 1    ; Ban
Bridge Building,    2, 0,  Cst, Eng, 0, 4    ; Bri
Buffalo Hunting,    5,-1,  no,  no,  0, 2    ; Bro
Ceremonial Burial,  1, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          3,-1,  Plu, nil, 2, 3    ; Che
Coinage,            2,-2,  E1,  nil, 1, 1    ; Chi
Code of Laws,       1, 1,  nil, nil, 0, 2    ; CoL
Colonisation,       2,-2,  U3,  nil, 2, 2    ; CA 
Combustion,         4,-1,  Fli, Pot, 3, 4    ; Cmb
Confederation,      1,-2,  no,  no,  0, 2    ; Cmn
Canals,             4,-2,  Cor, Eng, 3, 4    ; Cmp
Canoes,             2,-2,  Feu, nil, 0, 4    ; Csc
Construction,       2, 0,  Mat, Mas, 1, 4    ; Cst
Drainage,           5, 0,  E1,  San, 2, 4    ; Cor
Diplomacy,          1, 1,  E1,  nil, 1, 2    ; Cur
Democracy,          3, 1,  Rec, E1,  3, 2    ; Dem
Economics,          5, 1,  Ban, Mat, 2, 1    ; Eco
European Ideas,     1, 2,  Aut, nil, 1, 2    ; E1 
European Religion,  1, 2,  Aut, nil, 1, 2    ; E2 
Engineering,        4, 0,  Whe, Cst, 2, 4    ; Eng
Events,             1,-2,  U3,  nil, 1, 2    ; Env
Firearms,           5,-2,  Fli, Inv, 2, 0    ; Esp
Flintlock/Bayonet,  9,-2,  Esp, Met, 2, 0    ; Exp
Forest Culture,     1,-2,  no,  no,  0, 2    ; Feu
Gunpowder,          6,-1,  Che, Tra, 1, 0    ; Fli
Indian Nation,      1,-2,  no,  no,  0, 2    ; Fun
Indian Flintlock,   1,-2,  Env, nil, 2, 0    ; FP 
Horse Breeding,     2,-2,  nil, nil, 0, 2    ; Gen
Civilians,          1,-2,  no,  no,  1, 0    ; Gue
Improved Agriculture,7,-2, Rfg, Cor, 3, 1    ; Gun
Indian Cavalry,     1,-1,  Gen, Env, 0, 0    ; Hor
Indian Culture,     1, 0,  no,  no,  0, 2    ; Ind
Iron Working,       6,-1,  E1,  nil, 0, 4    ; Inv
Introspection,      1,-1,  Env, nil, 3, 2    ; Iro
Iron Foundry,       7, 2,  Ref, Met, 3, 4    ; Lab
Joint Stock Company,4,-2,  Eco, Too, 3, 1    ; Las
Industrialisation,  6, 0,  Tac, SFl, 3, 4    ; Ldr
Literacy,           5, 2,  E1,  Wri, 2, 3    ; Lit
Longtitude Reckoning,6,-2, Nav, Mat, 3, 3    ; Too
Non-Forest Culture, 1, 1,  no,  no,  1, 3    ; Mag
Mapmaking,          3, 1,  Lit, nil, 1, 3    ; Map
Masonry,            2, 1,  nil, nil, 1, 4    ; Mas
Reformation,        5, 2,  MT,  Mys, 2, 2    ; MP 
Mathematics,        3, 0,  E1,  Plu, 1, 3    ; Mat
Medicine,           1, 0,  nil, nil, 0, 4    ; Med
Metallurgy,         5, 1,  Inv, Che, 2, 4    ; Met
Manufacturing,      5, 2,  Mob, Ldr, 3, 4    ; Min
Mechanics,          6,-2,  Lab, Eng, 2, 4    ; Mob
Monarchy,           1, 1,  no,  no,  2, 2    ; Mon
Catholicism,        1, 1,  U3,  nil, 2, 2    ; MT 
Protestantism,      1, 2,  U3,  nil, 1, 2    ; Mys
Navigation,         4, 0,  Ast, Sea, 0, 3    ; Nav
Naval Professionalism,6,-2,  Phy, Amp, 2, 0    ; NF 
Naval Hull Improvment,4,-1,  NF,  SFl, 3, 0    ; NP 
Naval Gunnery,      1,-2,  Fli, Nav, 1, 0    ; Phi
Naval Design,       3, 0,  Phi, Mat, 2, 0    ; Phy
Native Lore,        5, 1,  Ind, nil, 0, 2    ; Pla
Natural Sciences,   3,-1,  E1,  nil, 0, 3    ; Plu
Plains Culture,     1,-2,  no,  no,  0, 2    ; PT 
Physics,            2, 1,  Plu, nil, 2, 3    ; Pot
Airbases,           1,-2,  no,  no,  0, 4    ; Rad
Don't use,          1, 0,  no,  no,  3, 4    ; RR 
Radicalism,         3, 1,  E1,  Gun, 3, 2    ; Rec
Refining,           5, 0,  Che, Cmb, 3, 4    ; Ref
New World Science,  7, 2,  Pla, E1,  2, 3    ; Rfg
Republic,           1, 1,  no,  no,  2, 2    ; Rep
Siege Artillery,    3, 2,  Amp, Mat, 3, 0    ; Rob
Sewerage,           4, 2,  San, Eng, 2, 4    ; Roc
Sanitation,         4, 2,  E1,  Med, 1, 3    ; San
Seafaring,          2, 1,  E1,  nil, 0, 4    ; Sea
Steam Engineering,  4, 2,  SE,  Eng, 3, 4    ; SFl
Rights of Man,      6, 2,  MP,  Rec, 3, 2    ; Sth
Steam Engine,       6, 1,  Pot, Che, 2, 4    ; SE 
Steel Smelting,     2,-1,  Ref, Lab, 3, 4    ; Stl
Stirrups,           1, 1,  E1,  nil, 1, 0    ; Sup
Transport Network,  5, 2,  Cmp, Lab, 3, 4    ; Tac
Theology,           4, 2,  Aut, nil, 2, 2    ; The
Science of Fortification,5,-2,Eng,Amp,1, 0   ; ToG
Trade,              1, 2,  nil, nil, 0, 1    ; Tra
University,         1, 1,  Lit, E1,  2, 3    ; Uni
The Watch,          1, 1,  Env, nil, 1, 0    ; War
The Wheel,          3,-1,  E1,  nil, 0, 4    ; Whe
Writing,            4, 2,  nil, nil, 1, 3    ; Wri
Future Technology,  1, 0,  Dem, Stl, 3, 4    ; FT 
Railways,           4,-1,  Stl, SFl, 3, 4    ; U1 
Women's Work,       1, 2,  Ind, nil, 0, 4    ; U2 
Un-Americanism,     1,-2,  no,  no,  0, 0    ; U3 
Un-Dutchness,       1, 0,  no,  no,  0, 0    ; X1 
Un-Englishness,     1, 0,  no,  no,  0, 0    ; X2 
Un-Frenchness,      1, 0,  no,  no,  0, 0    ; X3 
Un-Iroquoisness,    1, 0,  no,  no,  0, 0    ; X4 
Un-Huronness,       1, 0,  no,  no,  0, 0    ; X5 
Un-Spanishness,     1, 0,  no,  no,  0, 0    ; X6 
Un-Siouxness,       1, 0,  no,  no,  0, 0    ; X7 
;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                    5, 5,    Mas,
Barracks,                  4, 1,    no, 
Corn Store,                4, 1,    Cst, 
Chapel,                    2, 1,    E2,
Market,                    2, 0,    Tra, 
School,                    4, 2,    Lit,
Law Courts,                2, 1,    CoL,
Non-combatants,            1, 0,    Cer, 
Water Supply,              4, 3,    Cst, 
Bank,                      5, 1,    Ban, 
Cathedral,                18, 5,    MT,
University,               10, 4,    Uni,
Mass Transit,             16, 4,    no, 
Church,                    5, 3,    E2,
Iron Foundry,              8, 2,    Lab,
Factory,                  15, 5,    Min, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Steam Pump,                4, 2,    Mob, 
Municipal Canal,           9, 1,    Cmp, 
Nuclear Plant,            16, 2,    no, 
Commodities Exchange,      9, 3,    Eco,
Sewer System,             10, 6,    Roc, 
American Crops,            1, 1,    Pla,
Toll Roads,                2, 0,    Eco, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Harbour Walls,             6, 2,    no, 
Solar Plant,              32, 4,    no, 
Fishing Boats,             6, 1,    Sea,
Port,                     12, 3,    Nav, 
Airport,                  16, 3,    no, 
City Watch,                2, 1,    War, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    no,
Pyramids,                 20, 0,    no,
Le Roi Sacr,             20, 0,    nil,
The First Stock Exchange, 10, 0,    Las,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
The Spanish Inquisition,  20, 0,    MT,
Great Wall,               30, 0,    no,
Sun Tzu's War Academy,    30, 0,    no,
Proto-Industrialisation,  15, 0,    SE,
Mission to the Indians,   15, 0,    MP,
Michelangelo's Chapel,    40, 0,    no,
L'Acadmie Franaise,     10, 0,    nil,
Naval Steam Technology,   40, 0,    no,
Foreign Adventurism,      10, 0,    nil,
Leonardo's Workshop,      40, 0,    no,
Dutch Imperialism,        10, 0,    nil,
The Royal Academy,        10, 0,    nil,
Adam Smith's Trading Co., 40, 0,    no,
New World Knowledge,      40, 0,    Rfg,
Statue of Liberty,        40, 0,    no,
New World Gold,           10, 0,    Cur,
Women's Suffrage,         60, 0,    no,
Canal Network,            50, 0,    Tac,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
The Bill of Rights,       10, 0,    Sth,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
Sth,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
Sth,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
Iro,        ; Shakespeare
nil,        ; Da Vinci's Workshop
Iro,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
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 move 2 units (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
Squaws,       U3,  0,  1.,0,  1a,2d,  2h,1f, 10,0,  5, U2,  000001000000010
Farmers,      Ind, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, Gun, 000000000000010
Tribesmen.,   Cer, 0,  2.,0,  2a,2d,  2h,1f,  1,0,  0, nil, 000010000000110
Pikemen,      Ind, 0,  2.,0,  2a,3d,  2h,1f,  3,0,  1, Esp, 000000000000010 ;
Clansmen,     Cer, 0,  2.,0,  3a,1d,  3h,3f,  3,0,  0, nil, 000010000000110 ;
Tribesmen,    Cer, 0,  2.,0,  2a,2d,  2h,1f,  1,0,  1, nil, 000010000000110
Soldts Marins,X3, 0,  2.,0,  6a,4d,  3h,2f,  6,0,  1, NF,  000000000000110
Boarding Party,Ind,1,  1.,1,  5a,1d,  1h,4f,  3,0,  2, Nav, 000000000000000
Villagers,    U3,  0,  0.,0,  1a,2d,  1h,1f,  1,0,  1, Ind, 000100000000010 ;Ind
Refugees,     nil, 0,  1.,0,  1a,1d,  2h,1f, 10,0,  5, Gue, 000000000000010  
Musketeers,   X3,  0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Exp, 000000000000010 ;French
Grenadiers,   X3,  0,  2.,0,  6a,4d,  3h,2f,  5,0,  0, Exp, 000000000000010 ;French
Musketeers,   X6,  0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Exp, 000000000000010 ;Spanish
Grenadiers,   X1,  0,  2.,0,  6a,4d,  3h,2f,  5,0,  0, Exp, 000000000000110 ;Dutch
Musketeers,   X1,  0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Exp, 000000000000010 ;Dutch
Horse Troopers,X2, 0,  3.,0,  4a,1d,  3h,2f,  8,0,  0, Alp, 000010000000010
Musq. Cheval,X3,  0,  4.,0,  4a,1d,  2h,3f,  7,0,  0, Alp, 000010000000010
Grenadiers,   X2,  0,  2.,0,  6a,4d,  3h,2f,  5,0,  0, Exp, 000000000000010 ;English
Conquistadores,X6, 0,  3.,0,  4a,1d,  3h,3f,  8,0,  0, Alp, 000010000000010
Freebooters,  nil, 0,  1.,0,  4a,1d,  2h,3f,  4,0,  0, no,  000000000000110
Dragoons,     X2,  0,  4.,0,  7a,2d,  2h,3f,  6,0,  0, Exp, 000010000000010 ;English
Dragoons,     X3,  0,  4.,0,  7a,2d,  2h,3f,  6,0,  0, Exp, 000010000000010 ;French
Old City Walls,Ind, 2,  0.,0,  0a,8d,  9h,2f,  1,0,  0, Env, 000010000000000 ;European Cities
Horse Artillery,Ind,0, 2.,0,  7a,2d,  5h,1f,  9,0,  0, Amp, 000010001000010
Demi-Culverin,Ind, 0,  1.,0,  5a,1d,  4h,1f,  6,0,  0, Fli, 000000001000010
Gun Battery,  Ind, 0,  1.,0,  5a,4d,  6h,1f,  7,0,  1, Amp, 000000001000010
Siege Guns,   Ind, 0,  1.,0,  7a,0d,  6h,2f, 12,0,  0, Rob, 000000001000000
Stockade,     Ind, 0,  0.,0,  0a,4d,  4h,1f,  3,0,  1, CA,  000010000000010
Colonists,    Ind, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  5, CA,  000000000000010
Buccaneers,   nil, 0,  2.,0,  5a,1d,  1h,3f,  2,0,  0, Env, 000010000000110
Traders,      U3,  0,  1.,0,  0a,1d,  1h,1f,  2,0,  7, Ind, 000001000000010
Brigantine,   Ind, 2,  8.,0,  4a,4d,  2h,2f,  4,0,  2, Phy, 100000000001001
Privateer,    Ind, 2,  9.,0,  0a,2d,  1h,2f,  3,1,  2, Phi, 100000010001001
Merchantman,  Ind, 2,  6.,0,  0a,3d,  1h,1f,  4,2,  4, Nav, 000000000000000
Man 'o War,   Ind, 2,  7.,0,  6a,6d,  3h,3f,  9,0,  2, Phy, 100000000001000
Galleon,      Ind, 2,  5.,0,  4a,4d,  4h,1f, 10,1,  2, Phi, 100000000001000
Frigate,      Ind, 2,  9.,0,  5a,5d,  3h,2f,  5,0,  2, NF,  100000000001001
Two Decker,   Ind, 2,  7.,0,  6a,7d,  4h,3f,  8,0,  2, NF,  100000000001000
Three Decker, Ind, 2,  7.,0,  7a,8d,  4h,4f, 12,0,  2, NF,  100000000001000
Artillery Fort,Ind, 0, 0.,0,  0a,7d,  7h,1f, 12,0,  1, ToG, 000010000000000
Bedouin Horsemen,Cer, 0,5.,0, 4a,1d,  1h,3f,  6,0,  0, nil, 000010000000010
Canoe,        U3,  2,  5.,0,  1a,1d,  1h,1f,  2,1,  4, Csc, 000000000100000
Pirate Barque,Ato, 2,  6.,0,  3a,2d,  3h,1f,  7,2,  4, Env, 100000000001000
Missionaries, X6,  0,  1.,0,  0a,1d,  1h,1f,  4,0,  6, MT,  000000000000000
Pirates,      nil, 0,  2.,0,  6a,2d,  2h,3f,  2,0,  0, Env, 000000000000110
Treasure Galleon,Ind, 2, 5.,0,  3a,5d,  5h,2f, 40,4,  4, Env, 000000000001000
Ambassador,   Ind, 0,  2.,0,  0a,1d,  1h,0f, 10,0,  6, Cur, 000000000000000
Slaves,       X6,  0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, Env, 000000000000000
Trade Goods,  Las, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, E1,  000000000000010
Merchants,    Ind, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, Las, 000000000000010
Coureur du Bois,X3, 0, 2.,0,  0a,0d,  1h,1f,  1,0,  0, CA,  000011000000011
Dragoons,     X6,  0,  3.,0,  7a,2d,  2h,3f,  6,0,  0, Exp, 000010000000010 ;Spanish
Dragoons,     X1,  0,  4.,0,  7a,2d,  2h,3f,  6,0,  0, Exp, 000010000000010 ;Dutch
Rittsknechts, X1,  0,  2.,0,  4a,1d,  3h,3f,  9,0,  0, Alp, 000010000000010
Arquebusiers, Ind, 0,  2.,0,  4a,1d,  2h,1f,  2,0,  0, Esp, 000010000000010
Musketeers,   X2,  0,  2.,0,  4a,3d,  3h,2f,  3,0,  1, Exp, 000000000000010 ;English
War Band,     FP,  0,  2.,0,  4a,2d,  2h,2f,  3,0,  0, Feu, 000001000000011 ;Feu
Braves,       X7,  0,  3.,0,  4a,3d,  2h,2f,  5,0,  1, PT,  000000000000011 ;PT
Mounted Braves,X7, 0,  6.,0,  7a,2d,  1h,4f, 10,0,  0, Hor, 000010000000011
Royal Marines,X2,  0,  2.,0,  6a,4d,  3h,3f,  7,0,  1, NF,  000000000000110
Carabinires, Mag, 0,  2.,0,  6a,4d,  2h,2f,  6,0,  0, FP,  000001000000011 ;Natives
Scalping Party,Mag,0,  2.,0,  4a,2d,  1h,2f,  2,0,  0, Ind, 000001000000111 ;Ind

;
; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  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,  0,0,0,   no,  0, 5, 0,   no,  0, 5,  0,  Tun,   ; Drt
Plains,     1,2,  0,0,0,   yes, 2, 7, 3,   no,  0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  1,1,0,   yes, 2, 6, 1,   no,  0,15,  0,  no,    ; Grs
Forest,     6,3,  0,2,0,   no,  0, 6, 1,   no,  0, 5,  0,  Tun,   ; For
Hills,      2,3,  0,0,0,   yes, 2,10, 2,   yes, 3,20,  1,  no,    ; Hil
Mountains,  6,3,  0,0,0,   no,  0,10, 0,   yes, 5,40,  2,  no,    ; Mou
Scrub,      1,2,  1,0,0,   no,  0,15, 0,   no,  0, 0,  0,  Grs,   ; Tun
Wooded Hills,6,3,  1,1,0,  no,  0,10, 2,   yes, 3,25,  2,  Hil,   ; Gla
Swamp,      3,2,  1,0,0,   yes, 1, 7, 2,   no,  0,10,  0,  Grs,   ; Swa
Jungle,     8,3,  2,0,0,   no,  0,30, 3,   no,  0,10,  2,  Tun,   ; Jun
Ocean,      1,4,  1,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,0,3,
Horse Herds,1,2,  0,4,4,
Cattle,     1,2,  5,2,2,
Timber,     6,3,  0,5,2,
Sheep,      2,2,  4,2,4,
Gold,       6,3,  0,1,12,
Goats,      1,2,  4,1,2,
Iron Deposits,6,3, 0,4,3,
Peat Beds,  3,3,  0,3,0,
Fruit,      8,3,  3,0,2,
Game Fish,  1,2,  2,0,3,
Quicksand,  8,1,  0,0,0,
Buffalo,    2,2,  4,3,2,
Cattle,     1,2,  5,2,2,
Deer,       6,3,  3,1,1,
Surface Coal,2,2,  0,4,1,
Silver,     6,3,  0,2,8,
Berries,    1,2,  2,0,1,
Turkeys,    6,3,  4,0,1,
Reeds,      3,3,  1,1,1,
Village,    1,4,  2,1,6,
Fishing Grounds,1,2,  3,0,2,




@GOVERNMENTS
Anarchy,        Chief,       Princess
Despotism,      Chief,       Princess
Monarchy,       King,        Queen
Confederation,  Governor,    Governess
Nation,         Great Chief, High Princess
Republic,       Stadtholder, 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
Sitting Bull, Running Elk,         0, 1, 0, Sioux,       Sioux,      -1, -1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Chingachook,  Pocahontes,          0, 2, 0, Iroquois,    Iroquois,   -1, -1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,      1,  1, -1,     4, Citizen, Citizen
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,     1,  1, -1,     4, Citizen, Citizen
Jean Bart,    Morgan,              0, 5, 3, Brethren of the Coast,Brethren,1,  1, -1,     1, Captain, Captain, 2, Admiral, Admiral
Charles,      Elizabeth,           0, 6, 3, English,     English,     1,  1,  1,     4, Citizen, Citizen
Wilhelm,      Wilhemina,           0, 7, 3, United Provinces, Dutch,  -1,  1,  1,    4, Citizen, Citizen
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians, Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,     -1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians, Plains Indian,  1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians, Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,     -1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians, Plains Indian,  1,  1,  1,     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
Rum,
Cotton,
Muskets,
Textiles,
Sugar,
Furs,
Tobacco,
Silver,
Gold,
Manufactures,
Gems,
Leatherwork,
Linen,
Horses,
Spices,
Coal,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fort,         F
Build Road,         R
Plant Crops,        I
Excavate Mine,      m
Clear,              O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Explorer
Colonist
Navigator
Governor
Viceroy
Emperor

@ATTITUDES
Trusting
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Suspicious
Icy
Hostile














