;
;   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
7       ; 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)
8       ; 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.
40      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
5       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
7       ; 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
Aeronautics,        5, 0,  Cor, Esp, 2, 4    ; AFl
Basic Literacy,     6, 2,  nil, nil, 1, 3    ; Alp
Amphibious Warfare, 2,-1,  Nav, Tac, 2, 0    ; Amp
PreDreadnoughts,    8,-1,  Env, Roc, 2, 0    ; Ast
Battlecruisers,     4,-2,  Cmb, Rec, 2, 0    ; Ato
Oil Industry,       6, 1,  Pot, Gen, 2, 4    ; Aut
Latin Tech,         1, 0,  no,  no,  2, 2    ; Ban
Construction,       4, 0,  nil, nil, 2, 4    ; Bri
Elite Troops,       2,-2,  Tac, Mon, 2, 0    ; Bro
The Nation State,   5, 0,  nil, nil, 2, 2    ; Cer
Submarines,         3,-2,  Phy, ToG, 2, 0    ; Che
Monoplanes,         4,-2,  Fli, Hor, 2, 0    ; Chi
Legalism,           4, 1,  Alp, Wri, 2, 2    ; CoL
Repeating Weapons,  6,-1,  Inv, Too, 2, 0    ; CA 
Dreadnoughts,       8,-1,  Ast, SFl, 2, 0    ; Cmb
Imperialism,        8, 0,  War, Min, 2, 2    ; Cmn
Rifled Artillery,   5,-1,  Inv, Tac, 2, 0    ; Cmp
Philosophy,         4, 2,  Uni, Wri, 2, 3    ; Csc
Fortress Design,    6, 0,  Eng, Exp, 2, 0    ; Cst
State Subsidies,    4, 1,  MP,  Eco, 2, 1    ; Cor
Banking,            4, 1,  CoL, Wri, 2, 1    ; Cur
Democracy,          5, 2,  MT,  Mob, 2, 2    ; Dem
Economics,          4, 1,  X7,  Cur, 2, 1    ; Eco
Electricity,        4, 0,  Whe, Feu, 2, 4    ; E1 
Public Utilities,   4, 1,  MT,  Whe, 2, 1    ; E2 
Engineering,        4, 0,  Bri, Wri, 2, 4    ; Eng
Advanced Ballistics,6,-1,  MP,  Too, 2, 0    ; Env
Radio Telegraphy,   4, 0,  E1,  Inv, 2, 4    ; Esp
Explosives,         6, 0,  FP,  Rfg, 2, 4    ; Exp
Industrialization,  8, 0,  Cur, Ldr, 2, 1    ; Feu
Powered Flight,     5,-1,  Gen, AFl, 2, 4    ; Fli
Autocracy,          2,-2,  Mon, SFl, 2, 2    ; Fun
Chemistry,          3, 0,  Uni, Med, 2, 4    ; FP 
Combustion,         3, 1,  Ref, Exp, 2, 4    ; Gen
Guerrilla Warfare,  4, 0,  Mat, U1,  2, 2    ; Gue
Conscription,       8,-1,  Cer, Mon, 2, 0    ; Gun
Military Aviation,  5,-2,  Fli, SFl, 2, 0    ; Hor
Factory Tech,       6, 0,  no,  no,  2, 1    ; Ind
Invention,          8, 0,  Eng, Wri, 2, 4    ; Inv
Tank Design,        6,-2,  Met, Aut, 2, 0    ; Iro
Labor Union,        3, 2,  Eco, Mat, 2, 2    ; Lab
Bureaucracy,        5, 1,  Rep, Lit, 2, 1    ; Las
Railroad,           7, 0,  SE,  Bri, 2, 4    ; Ldr
Cultural Literacy,  5, 2,  Uni, Csc, 2, 3    ; Lit
Machine Tools,      5,-1,  Stl, Cmp, 2, 4    ; Too
Ironclads,          5,-1,  Nav, Inv, 2, 0    ; Mag
Ocean Liners,       6, 2,  Sea, MT,  2, 4    ; Map
Bessemer Process,   4, 1,  Cmp, E1,  2, 4    ; Mas
Mass Production,    5, 0,  E1,  Lab, 2, 1    ; MP 
Socialism,          2, 0,  Feu, Csc, 2, 2    ; Mat
Medicine,           5, 0,  nil, nil, 2, 4    ; Med
Mil Ind Complex,    7,-1,  Rec, PT,  2, 1    ; Met
Cartels and Trusts, 4, 1,  Eco, X7,  2, 1    ; Min
Nationalism,        7,-1,  Cmn, MT,  2, 2    ; Mob
Monarchy,           5, 0,  Wri, CoL, 1, 2    ; Mon
Popular Culture,    6, 2,  Aut, Esp, 2, 2    ; MT 
Land Reform,        3, 2,  Rep, Gue, 2, 2    ; Mys
Steam-Powered Ships,7,-1,  SE,  Inv, 2, 4    ; Nav
None,               4, 2,  no,  no,  2, 3    ; NF 
Steam Turbines,     5, 0,  Ast, Phy, 2, 4    ; NP 
Existentialism,     6, 1,  War, Cmn, 2, 3    ; Phi
Sea Power,          5,-2,  Sea, SFl, 2, 0    ; Phy
Central Banks,      5, 1,  Min, Las, 2, 1    ; Pla
High Finance,       4, 1,  Pla, Cor, 2, 1    ; Plu
Arms Industry,      6,-1,  Plu, SFl, 2, 0    ; PT 
Rubber Extraction,  4, 0,  Min, X7,  2, 4    ; Pot
Airparks,           5, 0,  E2,  AFl, 2, 4    ; Rad
None,               6, 0,  no,  no,  2, 1    ; RR 
Navalism,           4,-2,  Mob, Cmb, 2, 0    ; Rec
Refining,           4, 1,  FP,  Cor, 2, 4    ; Ref
Fertilizers,        3, 1,  FP,  Mys, 2, 4    ; Rfg
The Republic,       5, 1,  CoL, Lit, 2, 2    ; Rep
Operations,         5,-2,  Tac, Sup, 2, 0    ; Rob
Armor Plate,        6,-1,  Sea, Env, 2, 0    ; Roc
Sanitation,         4, 1,  Med, Eng, 2, 4    ; San
Steel Warships,     8,-1,  Too, Stl, 2, 0    ; Sea
Militarism,         5,-2,  Rob, Mob, 2, 0    ; SFl
Naval Bases,        7,-1,  U1,  Cst, 2, 0    ; Sth
Steam Engine,       8, 0,  Inv, Eng, 2, 4    ; SE 
Steel,              7, 0,  FP,  Mas, 2, 4    ; Stl
General Staffs,     5,-2,  Ldr, Gun, 2, 0    ; Sup
Tactics,            6,-1,  Gun, Mon, 2, 0    ; Tac
Romanticism,        2, 2,  Phi, MT,  2, 2    ; The
Naval Torpedos,     4,-1,  Exp, Sea, 2, 0    ; ToG
Regional Trade,     8, 0,  Ldr, Nav, 2, 1    ; Tra
University,         5, 1,  Wri, Eng, 2, 3    ; Uni
Social Darwinism,   4, 0,  U1,  Csc, 2, 3    ; War
Efficiency,         4, 1,  Eco, Las, 2, 4    ; Whe
Literacy,           4, 2,  Alp, nil, 2, 3    ; Wri
The 20th Century,   1, 0,  Dem, Met, 3, 3    ; FT 
Colonialism,        6, 0,  Feu, Nav, 2, 0    ; U1 
NonBarbTech,        1, 0,  no,  no,  1, 0    ; U2 
Not Russian,        1, 0,  no,  no,  2, 0    ; U3 
Not British,        1, 0,  no,  no,  2, 0    ; X1 
Not American,       1, 0,  no,  no,  2, 0    ; X2 
Not German,         1, 0,  no,  no,  2, 0    ; X3 
Not French,         1, 0,  no,  no,  2, 0    ; X4 
Not Japanese,       1, 0,  no,  no,  2, 0    ; X5 
Not Latin,          1, 0,  no,  no,  2, 0    ; X6 
International Trade,8, 1,  U1,  Tra, 2, 1    ; 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,
Capital,                  10, 0,    Bri,
Training Camp,            12, 3,    Gun,
Warehouse District,        6, 1,    Bri,
Garrison,                  4, 1,    Cer,
Bank,                      8, 1,    Cur,
School,                    8, 1,    Wri,
Magistrate,                8, 1,    CoL,
Fortifications,            8, 0,    Cst,
Water Supply,              8, 1,    Bri,
Light Industries,         15, 2,    Tra,
Stadium,                  12, 3,    MT, 
University,               16, 3,    Uni,
None,                     16, 4,    no, 
Theatre/Ballet,           10, 2,    Bri,
Factory,                  50, 3,    Feu,
Industrial Complex,       200, 8,    Met,
None,                     20, 4,    no, 
None,                     20, 2,    no, 
Steel Mill,               45, 4,    Stl,
Oil Field,                20, 4,    Aut,
None,                     16, 2,    no, 
Commercial Exchange,      60, 5,    Eco,
Sewer System,             12, 1,    San,
Intensive Agriculture,    12, 2,    Rfg,
Railway Station,          25, 4,    Ldr,
None,                     16, 3,    no, 
None,                     10, 2,    no, 
Coastal Fortifications,   12, 2,    Cmp,
None,                     32, 4,    no, 
Harbor,                    6, 1,    Bri,
World Port,               30, 4,    X7, 
Airpark,                  20, 4,    Rad,
Secret Police Station,     6, 1,    Mat,
Coaling Station,          10, 2,    Sth,
None,                      8, 0,    no, 
None,                     16, 0,    no, 
None,                     32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Ukraine,                  20, 0,    nil,
Edwardian Age,            20, 0,    nil,
Suez Canal,               20, 0,    nil,
Britannia Rule the Waves, 20, 0,    nil,
None,                     30, 0,    no, 
German Empire,            30, 0,    nil,
None,                     30, 0,    no, 
Prussian Militarism,      30, 0,    nil,
Workshop of the World,    30, 0,    nil,
Diplomatic Corps,         30, 0,    Las,
Free Enterprise,          40, 0,    nil,
Ecole Polytechnique,      30, 0,    nil,
None,                     40, 0,    no, 
Kremlin,                  30, 0,    nil,
None,                     40, 0,    no, 
Edwardian Age,            40, 0,    nil,
Ruhr Chemical Industry,   40, 0,    nil,
British Empire,           40, 0,    nil,
Arms Race,                150, 0,    Rec,
None,                     40, 0,    no, 
Third Republic,           30, 0,    nil,
Women's Suffrage,         100, 0,    MT, 
None,                     60, 0,    no, 
None,                     60, 0,    no, 
Imperial Powers,          60, 0,    Cmn,
None,                     60, 0,    no, 
Meiji Restoration,        60, 0,    nil,
Edwardian Age,            60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ukraine
nil,        ; Edwardian Age
nil,        ; Suez Canal
FT,         ; Britannia Rule the Waves
E1,         ; None
nil,        ; German Empire
Met,        ; None
nil,        ; Prussian Militarism
Lab,        ; Workshop of the World
nil,        ; Diplomatic Corps
nil,        ; Free Enterprise
nil,        ; Ecole Polytechnique
nil,        ; None
nil,        ; Kremlin
Aut,        ; None
nil,        ; Edwardian Age
nil,        ; Ruhr Chemical Industry
nil,        ; British Empire
nil,        ; Arms Race
nil,        ; None
nil,        ; Third Republic
nil,        ; Women's Suffrage
nil,        ; None
nil,        ; None
SFl,        ; Imperial Powers
nil,        ; None
nil,        ; Meiji Restoration
nil,        ; Edwardian Age


;
;    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
Laborers,     Exp, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  5, U1,  000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  7,0,  5, Exp, 000000000000000
Ind. Troops,  Mob, 0,  1.,0,  3a,5d,  2h,1f,  6,0,  1, Ban, 000000000000000
British Troops,X1,  0,  1.,0,  4a,5d,  2h,1f,  6,0,  1, Ind, 000000000000000
German Troops,X3,  0,  1.,0,  4a,5d,  2h,1f,  6,0,  1, Ind, 000000000000000
French Troops,X4,  0,  1.,0,  4a,5d,  2h,1f,  6,0,  1, Ind, 000000000000000
Russian Troops,U3,  0,  1.,0,  4a,5d,  2h,1f,  6,0,  1, Ind, 000000000000000
Native Rifles,U2,  0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, nil, 000000000000000
Guards,       nil, 0,  1.,0,  5a,4d,  2h,1f,  7,0,  0, Fun, 000100000000000
Irregulars,   nil, 0,  2.,0,  4a,4d,  2h,1f,  6,0,  0, Gue, 000000000000010
Japanese Troops,X5,  0,  1.,0,  4a,5d,  2h,1f,  6,0,  1, Ind, 000000000000000
U.S. Troops,  X2,  0,  1.,0,  4a,5d,  2h,1f,  6,0,  1, Ind, 000000000000000
Marines,      nil, 0,  1.,0,  6a,5d,  2h,1f,  9,0,  0, Amp, 000000000000100
Highlanders,  X1,  0,  1.,0,  5a,5d,  2h,1f,  7,0,  1, Bro, 000000000000000
Colonial Troops,X4,  0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, U1,  000000000000000
Native Horse, U2,  0,  3.,0,  9a,3d,  2h,1f,  4,0,  0, nil, 000000000000001
Sepoys,       X1,  0,  2.,0,  6a,4d,  2h,1f,  7,0,  0, U1,  000000000000001
War Party,    U2,  0,  3.,0,  8a,4d,  2h,1f,  6,0,  0, no,  000000000000010
Cossacks,     U3,  0,  2.,0,  6a,3d,  2h,1f,  7,0,  0, U1,  000000000000001
Cavalry,      X4,  0,  2.,0,  6a,3d,  2h,1f,  7,0,  0, Tac, 000000000000001
Tribal Capital,nil, 0,  0.,0,  0a,3d,  1h,1f, 10,0,  1, no,  000000000000000
Cavalry,      X2,  0,  2.,0,  6a,3d,  2h,1f,  7,0,  0, Ind, 000000000000001
Tanks,        nil, 0,  1.,0,  9a,6d,  3h,2f, 17,0,  0, Iro, 000000000000000
Machine Guns, nil, 0,  1.,0,  3a,6d,  2h,1f,  5,0,  1, CA,  000010000000000
Cannons,      Cmp, 0,  1.,0,  7a,3d,  2h,1f,  9,0,  0, nil, 000000000000000
Field Artillery,Too, 0,  1.,0,  8a,2d,  2h,2f, 10,0,  0, Cmp, 000000000000000
Light Artillery,nil, 0,  1.,0,  8a,3d,  2h,2f,  9,0,  0, Too, 000000000000000
Biplane,      nil, 1, 10.,1,  4a,2d,  2h,2f, 12,0,  3, Fli, 000000000010001
Early Bomber, nil, 1,  8.,2,  8a,1d,  2h,2f, 16,0,  0, Hor, 000000000000001
Ocean Liner,  nil, 2, 16.,0,  0a,1d,  3h,1f, 20,8,  4, Map, 000000000000000
Monoplane,    nil, 1, 12.,1,  5a,2d,  2h,2f, 14,0,  3, Chi, 000000000010001
Infantry,     X3,  0,  1.,4,  6a,6d,  2h,1f,  8,0,  1, Mob, 000000000000000
Steamer,      Stl, 2, 10.,0,  0a,1d,  2h,1f,  6,2,  4, Nav, 000000000000000
Steam Yacht,  Stl, 2, 11.,0,  0a,1d,  2h,1f,  7,3,  4, Nav, 000000000000000
Freighter,    nil, 2, 12.,0,  0a,2d,  2h,1f, 10,5,  4, Stl, 000000000000000
Ironclad,     Sea, 2,  5.,0,  5a,5d,  3h,1f, 11,0,  2, Mag, 000000000100000
Gunboat,      ToG, 2,  5.,0,  4a,5d,  2h,1f, 10,1,  2, Mag, 000000000100000
Dreadnought,  nil, 2, 13.,0, 15a,15d, 4h,3f, 25,0,  2, Cmb, 010000000000001
Battlecruiser,nil, 2, 14.,0, 15a,13d, 4h,3f, 25,0,  2, Ato, 010000000000001
Armored Cruiser,Ato, 2, 14.,0, 10a,10d, 3h,2f, 18,0,  2, Roc, 000000000000001
Battleship,   Cmb, 2, 12.,0, 12a,12d, 4h,3f, 22,0,  2, Ast, 000000000000001
Submarine,    nil, 2,  9.,0, 10a,5d,  2h,3f, 10,0,  2, Che, 000000000001001
Large Freighter,nil, 2, 12.,0,  0a,4d,  3h,1f, 16,8,  4, Sea, 000000000000000
Steam Warship,Sea, 2,  9.,0,  5a,5d,  2h,2f, 10,1,  2, Nav, 000000000000000
Expedition,   nil, 0,  3.,1,  3a,3d,  2h,1f,  4,1,  0, U1,  000000000000001
Elephants,    nil, 0,  1.,1,  6a,2d,  1h,1f, 10,0,  0, no,  001000000000000
Steam Frigate,Sea, 2, 10.,0,  4a,4d,  2h,2f,  8,1,  2, Nav, 000000000000000
Infantry,     X5,  0,  1.,0,  6a,6d,  2h,1f,  8,0,  1, Mob, 000000000000000
Raw Materials,X7,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000000
Mfg Goods,    nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, X7,  000000000000000
Destroyers,   nil, 2, 17.,0,  6a,6d,  3h,2f, 12,0,  2, ToG, 100000000000001
Infantry,     X4,  0,  1.,0,  6a,6d,  2h,1f,  8,0,  1, Mob, 000000000000000
Light Cruiser,nil, 2, 16.,0,  7a,7d,  3h,2f, 14,0,  2, Sea, 100000000000001
Airship,      nil, 1, 12.,4,  8a,2d,  2h,2f, 20,0,  0, AFl, 100000001000001
Infantry,     X6,  0,  1.,0,  5a,6d,  2h,1f,  8,0,  1, Mob, 000000000000000
Native Uprising,U2,  0,  2.,0, 12a,3d,  1h,1f,  4,0,  0, no,  000000000000001
Rebellion,    U2,  0,  1.,0, 10a,4d,  2h,1f,  4,0,  0, no,  000000000000001
Infanty,      U3,  0,  1.,0,  6a,6d,  2h,1f,  8,0,  1, Mob, 000000000000000
Infantry,     X1,  0,  1.,0,  6a,6d,  2h,1f,  8,0,  1, Mob, 000000000000000
Infantry,     X2,  0,  1.,0,  6a,6d,  2h,1f,  8,0,  1, Mob, 000000000000000
Boer Kommando,X3,  0,  3.,0,  9a,5d,  2h,1f, 10,0,  0, no,  000000000000011
Hvy Artillery,nil, 0,  1.,0, 10a,2d,  2h,2f, 15,0,  0, Env, 000000001000000

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


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 6, 5,   no,  1, 5,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   no,  0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Pln,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  no,    ; Mou
Boreal Forest,1,2,  1,0,0,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Swa
Jungle,     2,3,  1,0,0,   Pln, 0,25, 6,   no,  0,25,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  2,0,1,
Wild Herds, 1,2,  2,1,1,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,3,1,
Coal Fields,2,4,  1,4,0,
Gold,       3,6,  0,1,6,
Wild Herds, 1,2,  2,1,1,
Seals,      2,2,  2,1,1,
Peat,       2,3,  1,4,0,
Rubber Trees,2,2,  0,2,2,
Fishing Banks,1,2,  3,0,2,
Barrens,    1,2,  0,0,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,3,1,
Vinyards,   2,4,  1,0,3,
Iron Ore,   3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Seals,      2,2,  2,1,1,
Spices,     2,3,  2,0,4,
Fruit,      2,3,  4,0,1,
Fishing Banks,1,2,  3,0,2,




@GOVERNMENTS
Anarchy,        Mr.,         Mrs.
Despotism,      Emperor,     Empress
Monarchy,       Emperor,     Queen
Imperialism,    Emperor,     Queen
Autocracy,      Emperor,     Queen
Republic,       President,   Queen
Democracy,      President,   Queen

;
;   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, 3, 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, -1,  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, Emperor, Queen,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,    -1, -1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,     -1, -1,  0,     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, 0, English,     English,    -1, -1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,   -1,  1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 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
Iron Ore,
Coffee,
Rifles,
Silver,
Arms,
Coal,
Sugar,
Nitrates,
Diamonds,
Textiles,
Machinery,
Copper,
Tools,
Gold,
Oil,
Bauxite,


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


@DIFFICULTY
Captain
Colonel
Commodore
General
Marshall
Emperor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













