;
;   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
1       ; 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
60      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
100     ; Percent shield penalty for production type change
15      ; 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
German Aircraft II, 4, 0,  Pla, E1,  2, 0    ; AFl
Mass Production,    3, 1,  Eco, nil, 0, 1    ; Alp
Soviet Tactics,     6, 0,  U1,  Gen, 3, 0    ; Amp
Soviet Tanks III,   8, 0,  Env, U1,  3, 0    ; Ast
German Aircraft III,4, 0,  AFl, E1,  2, 0    ; Ato
Mobile Warfare,     6,-1,  Eco, nil, 3, 0    ; Aut
Naval Warfare II,   5, 0,  Bro, nil, 3, 1    ; Ban
1939 Poland,        2, 1,  nil, nil, 1, 3    ; Bri
Naval Warfare I,    5,-1,  Cer, nil, 3, 1    ; Bro
Artillery,          3, 0,  nil, nil, 0, 3    ; Cer
Allied Aircraft II, 6,-1,  Too, San, 2, 0    ; Che
War Economy I,      5, 2,  Alp, nil, 0, 1    ; Chi
German Tanks II,    4, 0,  U2,  E1,  3, 0    ; CoL
Soviet Aircraft II, 6, 0,  Min, U1,  2, 0    ; CA 
Nuclear Project III,6,-1,  NF,  nil, 2, 1    ; Cmb
Special Units,      0, 0,  FP,  U3,  3, 0    ; Cmn
Allied Tanks II,    6, 0,  X5,  San, 3, 0    ; Cmp
Allied Aircraft III,8,-1,  Che, San, 2, 0    ; Csc
Fortifications,     3, 0,  MP,  nil, 0, 3    ; Cst
The Corporation,    6, 0,  Aut, Sea, 0, 1    ; Cor
Nuclear Weapons,    4, 0,  Cmb, nil, 2, 1    ; Cur
1939-40 Finland,    2, 1,  Bri, nil, 1, 3    ; Dem
Infantry I,         4, 0,  Bri, nil, 0, 3    ; Eco
German Technology,  0, 0,  FP,  U3,  0, 0    ; E1 
Not Used,           0, 0,  no, no,   1, 3    ; E2 
Marines,            6, 0,  Eco, San, 0, 3    ; Eng
Soviet Tanks II,    8, 0,  Amp, U1,  3, 0    ; Env
1940 Norway,        2, 1,  Bri, nil, 1, 3    ; Esp
Allied-Soviet War,  1, 0,  Med, nil, 3, 0    ; Exp
1940 France,        2, 1,  Esp, nil, 1, 3    ; Feu
War Economy II,     5, 2,  Chi, nil, 0, 1    ; Fli
Totalitarism,       0, 0,  no,  no,  1, 3    ; Fun
Not Used,           0, 0,  no,  no,  1, 3    ; FP 
Soviet Tanks I,     8, 0,  Aut, U1,  3, 0    ; Gen
Sappers,            0, 0,  no,  no,  0, 0    ; Gue
Outdated,           0, 0,  FP,  U3,  0, 3    ; Gun
US Neutrality,      2, 1,  nil, nil, 1, 3    ; Hor
Not Used,           0, 0,  no, no,   1, 3    ; Ind
1940-41 Italians,   2, 1,  Feu, nil, 1, 3    ; Inv
1941 Balkans,       2, 1,  Inv, Feu, 1, 3    ; Iro
1941 Africa,        2, 1,  Iro, Inv, 1, 3    ; Lab
French Tanks,       0, 0,  FP,  U3,  3, 0    ; Las
Waffen SS,          6,-1,  Eco, E1,  0, 3    ; Ldr
Propaganda War,     0, 0,  nil, nil, 1, 3    ; Lit
Allied Aircraft I,  6,-1,  Sea, San, 2, 0    ; Too
Infantry III,       4, 0,  Tac, nil, 0, 3    ; Mag
1941 Barbarossa NW, 2, 1,  Iro, Dem, 1, 3    ; Map
1941 Barbarossa W,  2, 1,  Dem, Iro, 1, 3    ; Mas
Public Works,       1, 0,  Aut, Cor, 0, 1    ; MP 
1941 Barbarossa S,  2, 1,  Dem, Iro, 1, 3    ; Mat
Grand Alliance,     0, 0,  FP,  nil, 0, 3    ; Med
1941 Kijev,         2, 1,  Mat, Mas, 1, 3    ; Met
Soviet Aircraft I,  7, 0,  Sea, U1,  2, 0    ; Min
Spanish Tech,       0, 0,  no,  no,  1, 3    ; Mob
1941 Moscow,        2, 1,  Mas, nil, 1, 3    ; Mon
Patriotism,         0, 0,  no,  no,  1, 3    ; MT 
1941-42 Russia,     2, 1,  Mon, nil, 1, 3    ; Mys
1941-42 Africa,     2, 1,  Lab, nil, 1, 3    ; Nav
Nuclear Project II, 5,-1,  Rob, nil, 2, 1    ; NF 
Naval Warfare IV,   4, 0,  Roc, nil, 3, 1    ; NP 
Barbarossa,         6, 0,  E1,  U3,  3, 0    ; Phi
Mobile Anti-Air,    4, 0,  Eco, Cer, 0, 3    ; Phy
German Aircraft I,  8,-1,  Sea, E1,  2, 0    ; Pla
War Economy III,    5, 2,  Fli, nil, 0, 1    ; Plu
1942 Case Blue,     2, 1,  Mys, nil, 1, 3    ; PT 
1942-43 Stalingrad, 2, 1,  PT,  nil, 1, 3    ; Pot
Airbase,            0, 0,  no,  no,  0, 0    ; Rad
Desert,             0, 0,  no,  no,  0, 0    ; RR 
1942-43 Africa,     2, 1,  Nav, nil, 1, 3    ; Rec
Idea of Atomic Bomb,4, 0,  Cor, nil, 2, 1    ; Ref
Modern Farming,     3, 0,  Cst, nil, 0, 1    ; Rfg
1943-45 Italy,      2, 1,  Rec, nil, 1, 3    ; Rep
Nuclear Project I,  5, 0,  X1,  Ref, 2, 1    ; Rob
Naval Warfare III,  4, 0,  Ban, nil, 3, 1    ; Roc
Allied Technology,  0, 0,  FP,  U3,  0, 0    ; San
Aircraft,           6, 0,  Aut, nil, 2, 0    ; Sea
Bad Reputation,     0, 0,  no,  no,  0, 0    ; SFl
Soviet Aircraft III,7, 0,  CA,  U1,  2, 0    ; Sth
1944 Bagration,     2, 1,  Pot, nil, 1, 3    ; SE 
NKVD Army,          7, 0,  Eco, U1,  0, 1    ; Stl
War Economy IV,     5, 1,  Plu, nil, 0, 1    ; Sup
Infantry II,        4, 0,  Eco, nil, 0, 3    ; Tac
1944 Ukraine,       2, 1,  Pot, nil, 1, 3    ; The
War Economy V,      5, 1,  Sup, nil, 0, 1    ; ToG
1944 France,        2, 1,  Feu, Rep, 1, 3    ; Tra
1944 Balkans,       2, 1,  The, nil, 1, 3    ; Uni
1944 Ardennes,      2, 1,  Tra, nil, 1, 3    ; War
1945 East Europe,   2, 1,  Uni, nil, 1, 3    ; Whe
1945 Berlin,        2, 1,  Whe, War, 1, 3    ; Wri
Civil Technology,   3, 0,  Wri, nil, 1, 3    ; FT 
Soviet Technology,  0, 0,  FP,  nil, 0, 0    ; U1 
German Tanks I,     7, 0,  Aut, E1,  3, 0    ; U2 
Obsolete II,        0, 0,  FP,  U1,  1, 3    ; U3 
War Science,        3, 0,  nil, nil, 0, 1    ; X1 
NOT ALLIED,         0, 0,  no,  no,  0, 0    ; X2 
NOT GERMAN,         0, 0,  no,  no,  0, 0    ; X3 
NOT USSR,           0, 0,  no,  no,  0, 0    ; X4 
Allied Tanks I,     8, 0,  Aut, San, 3, 0    ; X5 
Allied Tanks III,   8, 0,  Cmp, San, 3, 0    ; X6 
German Tanks III,   6, 0,  CoL, E1,  3, 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,
Headquarters,             10, 1,    nil,
Military Academy,         20,30,    Mag,
NOT USED,                  6, 1,    no, 
Radio Station,             4, 1,    nil,
Railroad Station,          8, 1,    Sup,
Constructors Team,         8, 8,    nil,
Military Tribunal,         8, 1,    nil,
Tank Defences,             1, 0,    nil,
Foodshop,                  8, 1,    nil,
Commercial Centre,        12, 3,    Sup,
Censored Media,           12, 6,    nil,
Laboratory,               16,10,    nil,
Cinema,                    1, 0,    nil,
Propaganda Centre,        10, 4,    nil,
Munitions Plant,          16,10,    Alp,
Labour Teams,             30,15,    Fli,
NOT USED,                 20, 4,    no, 
Cathedral,                 1, 0,    nil,
Factory Complex,          10,25,    Chi,
Hydro Plant,              25,20,    Fli,
Nuclear Plant,            90, 2,    NF, 
Oil Refinery,             16, 5,    ToG,
Food Rationing,           12, 1,    nil,
Modern Farm,               8, 1,    Rfg,
Light Industries,         20, 1,    ToG,
Research Facility,        16,15,    nil,
Air Defences,             10,30,    no,
Coastal Batteries,         8,20,    nil,
Industrial Centre,        50,15,    Fli,
Harbor,                    6, 1,    nil,
Sea Port,                 16,15,    Plu,
Airfield,                 30,20,    no,
Women's Auxillary,         6, 1,    nil,
Military Port,             8,12,    NP,
NOT USED,                  8, 0,    no, 
NOT USED,                 16, 0,    no, 
NOT USED,                 32, 0,    no, 
(War Bonds),              60, 0,    Cor,
Baku Oil Fields,          20, 0,    nil,
Pyramids,                 20, 0,    nil,
Reichstag,                20, 0,    nil,
Royal Navy,               20, 0,    nil,
Kharkov Tank Factory,     30, 0,    nil,
Suez Canal,               30, 0,    nil,
Kremlin,                  30, 0,    nil,
Nazi Movement,            30, 0,    nil,
Ruhr Industry,            30, 0,    nil,
Mannerheim Line,          20, 0,    nil,
Arch de Triumphe,         40, 0,    nil, 
The White House,          30, 0,    nil,
St. Nazaire Port,         40, 0,    nil,
Statue of Liberty,        30, 0,    nil,
Mussolini,                40, 0,    nil,
Royal Air Force,          40, 0,    nil,
Empire State Building,    40, 0,    nil,
Roosevelt's Planning,     40, 0,    nil,
Wonder Weapons Project,   90, 0,    Lit,
Cradle of Revolution,     40, 0,    nil,
Propaganda Ministry,      40, 0,    Lit,
Global Trade,             60, 0,    nil,
Ploesti Oil Fields,       60, 0,    nil,
Nuclear Testing,          90, 0,    Cur, 
League of Nations,        60, 0,    nil,
War Readiness,            60, 0,    nil,
Albert Einstein,          60, 0,    nil,
Big Ben,                  60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Gates to Middle East
nil,        ; Reichstag
nil,        ; Royal Navy
Alp,        ; Kharkov Tank Factory
nil,        ; Suez Canal
Alp,        ; Kremlin
nil,        ; Nazi Movement
nil,        ; Ruhr Industry
Alp,        ; Mannerheim Line
nil,        ; Baku Oil Fields
nil,        ; The White House
nil,        ; St. Nazaire Port
nil,        ; Statue of Liberty
Alp,        ; Colosseum
nil,        ; Royal Air Force
nil,        ; Empire State Building
nil,        ; Roosevelt's Planning
nil,        ; Dardanelles Straits
nil,        ; Cradle of Revolution
nil,        ; Arch de Triumphe
nil,        ; Global Trade
nil,        ; Ploesti Oil Fields
nil,        ; Nuclear Testing
Alp,        ; League of Nations
nil,        ; Ukrainian Soil
nil,        ; Albert Einstein
nil,        ; Big Ben


;
;    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
Legionaries,  nil, 0,  5.,0, 13a,7d,  9h,4f, 10,0,  1, Mob, 000011001000110
Homeguard,    nil, 0,  0.,0,  6a,6d,  4h,2f,  1,0,  8, Eco, 000001001000000
Freight,      nil, 0,  6.,0,  0a,1d,  1h,1f,  5,0,  7, ToG, 000000000000000
Sturmtruppen, X3,  0,  5.,0, 10a,4d,  9h,3f,  4,0,  0, E1,  000001001000100
Red Infantry, X4,  0,  5.,0,  9a,3d,  9h,3f,  2,0,  1, U1,  000001001000100
SU-85,        X4,  0,  8.,0, 14a,8d,  9h,4f, 10,0,  4, Amp, 000000000000000
KV-85,        X4,  0,  5.,0, 23a,10d, 9h,4f, 18,0,  1, Env, 000000000000000
Infantry,     X2,  0,  5.,0,  9a,3d,  9h,3f,  3,0,  2, San, 000001001000100
T-34/85,      X4,  0,  9.,0, 22a,7d,  9h,4f, 11,0,  0, Env, 000000000000000
Sappers,      nil, 0,  4.,0,  5a,1d,  2h,5f,  8,0,  0, Tac, 000001001000000
Airborne,     nil, 0,  1.,0,  6a,12d, 3h,2f,  7,0,  0, Tac, 000001101000011
Transport,    nil, 2,  5.,0,  0a,3d,  4h,1f,  4,6,  4, Bro, 000000000000000
Marines,      X2,  0,  5.,0, 13a,5d,  9h,3f,  6,0,  2, Eng, 000001001000100
Yak-9,        X4,  1, 12.,2, 11a,12d, 3h,4f, 10,0,  3, Sth, 000000000010001
Polish Troops,nil, 0,  5.,0, 15a,7d,  9h,4f,  8,0,  0, Cmn, 000001001000110
Jagdpanther,  X3,  0,  8.,0, 16a,12d,10h,4f, 18,0,  4, X7,  000000000000000
Panzer IV,    X3,  0,  8.,0, 20a,6d,  8h,4f, 12,0,  1, U2,  000000000000000
Panther,      X3,  0,  8.,0, 23a,9d,  9h,4f, 15,0,  0, CoL, 000000000000000
SS Panzers,   nil, 0,  8.,0, 36a,18d,11h,5f, 35,0,  0, Cmn, 000000000000010
General,      nil, 0,  4.,0, 45a,20d,10h,3f,  2,0,  0, Cmn, 000000001000001
Guard Tanks,  nil, 0,  8.,0, 31a,15d,11h,5f, 15,0,  0, Cmn, 000000000000010
AT Infantry,  nil, 0,  4.,0, 16a,4d,  4h,9f,  8,0,  0, Mag, 000001001000000
IS-2,         X4,  0,  6.,0, 27a,10d,10h,4f, 18,0,  0, Env, 000000000000000
Churchill,    X2,  0,  5.,0, 21a,9d,  9h,4f, 12,0,  0, Cmp, 000000000000000
Sherman,      X2,  0,  8.,0, 19a,7d,  8h,4f,  9,0,  0, Cmp, 000000000000000
Motorized,    nil, 0, 12.,0, 18a,6d,  5h,2f,  6,0,  0, Aut, 000000000000001
V1,           X3,  1,  6.,1, 30a,0d,  3h,4f,  4,0,  0, AFl, 001000000000000
Cromwell,     X2,  0,  7.,0, 21a,7d,  8h,4f, 11,0,  1, Cmp, 000000000000000
Comet,        X2,  0,  8.,0, 21a,8d,  9h,4f, 12,0,  0, X6,  000000000000000
FW-190,       X3,  1, 14.,2, 11a,11d, 3h,4f,  9,0,  3, Pla, 000000000010001
Spitfire,     X2,  1,  8.,2,  8a,8d,  3h,4f,  7,0,  3, San, 000000000010001
Pe-2,         X4,  1, 12.,2, 44a,4d,  4h,3f, 12,0,  0, Min, 000000000000001
P-51 Mustang, X2,  1, 15.,2, 13a,13d, 3h,4f, 10,0,  3, Che, 000000000010001
B-17,         X2,  1, 15.,2, 44a,6d,  4h,3f, 12,0,  0, Too, 000000000000001
Ju-87 Stuka,  X3,  1, 10.,1, 26a,2d,  4h,2f, 15,0,  0, E1,  000000000000001
Ju-88,        X3,  1, 14.,2, 40a,5d,  4h,3f, 14,0,  0, Pla, 000000000000001
M-18 Hellcat, X2,  0, 12.,0, 19a,4d,  7h,4f,  9,0,  0, Cmp, 000000000000000
P 40,         X3,  0,  6.,0, 21a,7d,  8h,4f, 12,0,  0, Gun, 000000000000000
Fortification,nil, 3,  0.,0,  0a,45d, 5h,2f, 10,0,  1, Cst, 000000000000000
Cruiser,      nil, 2,  6.,0, 13a,11d, 4h,5f, 14,1,  2, Ban, 010000000010001
Battleship,   nil, 2,  4.,0, 25a,20d, 5h,5f, 40,2,  2, Roc, 010000000000000
Submarine,    nil, 2,  5.,0, 13a,7d,  4h,6f,  4,0,  2, Ban, 000000000001001
Engineers,    nil, 0,  3.,0,  0a,1d,  1h,1f, 20,0,  5, MP,  000000000000000
Tiger,        X3,  0,  6.,0, 24a,9d,  9h,4f, 15,0,  0, CoL, 000000000000000
V2,           X3,  1, 12.,1, 60a,0d,  3h,4f,  8,0,  0, Ato, 001000000000000
Nuclear Bomb, nil, 1, 20.,1, 99a,0d,  1h,1f, 45,0,  0, Cur, 000000000000001
Carrier,      nil, 2,  5.,0,  0a,17d, 6h,4f, 25,0,  9, Roc, 010000010000001
P-47,         X2,  1, 12.,2, 13a,7d,  3h,4f,  8,0,  3, Too, 000000000010001
Knigstiger,  X3,  0,  5.,0, 28a,12d,10h,4f, 23,0,  0, X7,  000000000000000
AA Gun,       nil, 0,  0.,0,  0a,10d, 4h,2f,  4,0,  8, Cer, 010000000000000
NKVD Troopers,X4,  0,  5.,0, 13a,4d,  9h,3f,  5,0,  0, Stl, 000001001000100
Destroyer,    nil, 2,  9.,0,  9a,7d,  5h,4f,  6,1,  4, Bro, 000000000001000
IL-2,         X4,  1, 10.,1, 27a,1d,  4h,2f, 11,1,  0, CA,  000000000000001
Bomber,       U3,  1, 10.,2, 30a,4d,  4h,3f, 11,0,  2, Sea, 000000000000001
Mobile AA,    nil, 0,  6.,0,  0a,5d,  4h,3f,  9,0,  1, Phy, 010000000000000
Anti-Tank Gun,nil, 0,  2.,0, 21a,10d, 3h,3f,  3,0,  4, Cer, 000010000000000
La-5,         X4,  1, 10.,2, 11a,6d,  3h,4f,  8,0,  3, Min, 000000000010001
105mm Gun,    nil, 0,  2.,0, 28a,2d,  3h,6f,  5,0,  4, Cer, 000001001000000
Katyusha,     X4,  0,  8.,0, 30a,4d,  2h,9f,  9,0,  0, Amp, 000000000000000
He-111,       X3,  1, 12.,2, 35a,4d,  4h,3f, 11,0,  0, Gun, 000000000000001
Me-262,       X3,  1, 10.,2, 14a,11d, 3h,5f, 12,0,  3, AFl, 000000000010001
SS Troopers,  X3,  0,  5.,0, 13a,5d,  9h,3f,  7,0,  2, Ldr, 000001001000100

;
; 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
Half-desert,1,2,  0,0,1,   yes, 5,24, 0,   yes, 2, 8,  0,  Jun,   ; Drt
Steppe,     1,2,  2,0,2,   yes, 3, 6, 0,   For, 0, 6,  0,  Hil,   ; Pln
Grassland,  1,2,  2,0,0,   yes, 4, 6, 0,   For, 0, 6,  0,  Hil,   ; Grs
Forest,     3,2,  1,0,1,   Grs, 0, 5, 0,   no,  0, 5,  0,  Grs,   ; For
Hills,      6,3,  1,1,1,   yes, 3,12, 0,   yes, 2, 6,  0,  Pln,   ; Hil
Mountains,  9,6,  0,1,2,   no,  1,10, 0,   yes, 5,12,  0,  no,    ; Mou
Tundra,     4,2,  1,0,0,   yes, 2,24, 0,   no,  0, 0,  0,  no,    ; Tun
Industrial, 1,1,  5,5,8,   no,  0, 0, 0,   yes, 5, 6,  0,  no,    ; Gla
Marsh,      9,3,  1,0,1,   Grs, 0,36, 0,   For, 0,36,  0,  Grs,   ; Swa
Evergreen,  1,2,  2,0,3,   yes, 4, 6, 0,   no,  0, 0,  0,  Drt,   ; Jun
Ocean,      1,2,  1,0,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,3,  1,0,1,
Stag,       1,2,  1,1,1,
Grassland,  1,2,  1,1,1,
Pheasant,   5,3,  3,1,0,
Coal,       6,4,  1,2,0,
Gold,       9,6,  0,7,0,
Game,       4,2,  3,0,1,
Oil,        2,2,  0,7,3,
Peat,       2,3,  1,2,0,
Bushes,     2,2,  1,0,4,
Fish,       1,2,  5,0,2,
Palms,      1,2,  0,0,1,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       5,3,  1,2,3,
Coal,       6,4,  0,2,1,
Iron,       9,6,  0,4,0,
Furs,       4,2,  2,0,3,
Minerals,   9,3,  0,6,3,
Turf,       9,3,  4,0,2,
Forest,     5,2,  1,0,6,
Whales,     1,2,  5,1,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Militarism,     Mr.,         Ms.
Totalitarism,   Leader,      Leader
Democracy,      Premier,     Premier
Monarchy,       Premier,     Premier

;
;   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,       1, -1, -1,     1, Fuhrer, Fuhrer, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1, -1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Fuhrer, Fuhrer, 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, 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, -1,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Fuhrer, Fuhrer, 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, Fuhrer, Fuhrer, 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, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,     -1, -1, -1,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 1, Spanish,     Spanish,    -1, -1, -1,     4, Fuhrer, Fuhrer
Xerxes,       Scheherezade,        0, 5, 3, Persians,    Persian,     0, -1, -1,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 2, Carthaginians,Carthaginian, -1, -1, -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
Machine Pistols,
Textiles,
Butter,
Steel,
Salt,
Coal,
Copper,
Iron Ore,
Beer,
Silk,
Ammunition,
Arms,
Delicacies,
Grain,
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
Private 
Sergeant
Lieutenant
Colonel
General
Field Marshal

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













