;
;   CIVILIZATION GAME DATA -- THE HABSBURG BID FOR MASTERY
;   Copyright (c) 1995 by MicroProse Software
;   Changes 1997-8 by Michael J. Daumen and Harlan Thompson
;
;   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
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
30      ; 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
5       ; Communism pays support for all units past this
7       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
75      ; 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)
4       ; 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
The Bayonet,        6, 0,  SFl, Stl, 1, 0    ; AFl
Atlantic Navy,      5, 1,  no,  no,  0, 3    ; Alp
Anglican Church,    0, 0,  Mob, nil, 1, 2    ; Amp     2
Astronomy,          4, 1,  nil, nil, 1, 3    ; Ast
Atlantic Trade,     1, 2,  Mob, nil, 2, 2    ; Ato     4  
NNNNNNNNNNNNNNNNN,  6,-1,  no,  no,  3, 3    ; Aut    ** don't use **
Banking,            4, 1,  Cmp, nil, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Colonies,           4, 1,  E1,  nil, 2, 1    ; Bro     8
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer    *** must for Temples
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, nil, 1, 0    ; Chi
Cartography,        4,-1,  E1,  Rec, 2, 3    ; CoL
The Cannon,         8,-2,  Sth, Gun, 2, 0    ; CA 
Cavalry Tactics,    5,-1,  Feu, nil, 2, 0    ; Cmb
Protestant Thought, 0, 0,  Mob, nil, 2, 1    ; Cmn     15 ** -1 cathedrals
Commerce,           4, 1,  Tra, nil, 1, 1    ; Cmp
Celestial Mechanics,4, 0,  Ast, Phy, 2, 4    ; Csc
Construction,       4, 0,  nil, Dem, 0, 4    ; Cst
The Crossbow,       4,-1,  Feu, X3,  1, 0    ; Cor
Conscript Rowing,   5,-1,  MP,  nil, 2, 2    ; Cur
Currency,           4, 1,  nil, nil, 0, 1    ; Dem
Economics,          4, 1,  Ban, Uni, 2, 1    ; Eco
Exploration,        4, 1,  Ato, nil, 1, 1    ; E1 
Economic Reform,    6, 0,  Ref, nil, 2, 2    ; E2  
Engineering,        4, 0,  nil, Cst, 0, 4    ; Eng
Fireships,          3,-2,  Cmn, Nav, 2, 4    ; Env  
The Flintlock,      6,-1,  Cmb, Fli, 2, 0    ; Esp
NNNNNNNNNNNNNNNNN,  4,-2,  no,  no,  2, 4    ; Exp    ** don't use **
Feudalism,          4, 0,  nil, Phi, 0, 0    ; Feu
Firearms,           6,-1,  Gun, Phi, 2, 0    ; Fli
Islam,              1, 0,  no,  no,  2, 2    ; Fun
Firearms (Ottoman), 6,-1,  Gun, Mas, 2, 2    ; FP     
Guilds,             7, 1,  Ban, Chi, 2, 1    ; Gen   
City Defenders,     8, 0,  Feu, nil, 2, 0    ; Gue 
Gunpowder,          8,-2,  Inv, Ban, 1, 0    ; Gun  *** +1 cost for barracks
Habsburg Army,      4,-2,  no,  no,  2, 4    ; Hor  
NNNNNNNNNNNNNNNNN,  6, 0,  no,  no,  3, 3    ; Ind  *** don't use **
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  nil, nil, 0, 4    ; Iro
International Law,  4, 0,  Ldr, nil, 2, 3    ; Lab
Hydraulics,         4, 0,  San, nil, 2, 3    ; Las
Joint-Stock Company,4, 0,  Cmn, Mon, 2, 1    ; Ldr   
Literacy,           5, 2,  Wri, nil, 0, 3    ; Lit
Mass Conscription,  4, 0,  AFl, Pla, 0, 2    ; Too   
Magnetism,          4, 1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6, 1,  Wri, nil, 0, 1    ; Map
Muslim Tech,        4, 1,  Fun, nil, 2, 2    ; Mas
Mediterranean Trade,1, 2,  Mob, nil, 2, 3    ; MP 
Mediterranean Navy, 4,-1,  no,  no,  3, 3    ; Mat
Medicine,           4, 0,  nil, Tra, 1, 1    ; Med
Metallurgy,         6,-1,  CA,  nil, 1, 0    ; Met
Metal Casting,      6,-2,  Roc, Mag, 1, 0    ; Min
Tech Seed,          0, 0,  no,  no,  1, 4    ; Mob  *** +1 cost for barracks
Mercantilism,       5, 0,  Mys, Bro, 2, 3    ; Mon  
Monotheism,         5, 1,  nil, nil, 1, 2    ; MT   *** must for cathedrals
Nationalism,        6, 0,  Phi, Eco, 2, 3    ; Mys  *** + 1 temples
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Ottoman Decline,    0, 0,  E2,  nil, 2, 2    ; NF     58
Ottoman Navy,       6, 0,  Mas, Nav, 2, 2    ; NP    
Christianity,       6, 1,  Mob, nil, 1, 2    ; Phi   ** don't move **
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Paper Money,        4, 1,  SE,  Eco, 2, 4    ; Pla
Textile Production, 3, 2,  Gen, Mon, 1, 2    ; Plu
Pole Arms,          0, 0,  Feu, nil, 1, 0    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Pedia Tech,         0, 0,  Mob, nil, 1, 3    ; Rad
DONT USE RR,        6, 0,  no,  no,  3, 3    ; RR 
Printing,           6, 0,  Cmp, Uni, 1, 2    ; Rec
Religious Devotion, 6, 0,  Mas, NP,  2, 2    ; Ref
Irrigation,         3, 1,  no,  no,  0, 1    ; Rfg   ** don't move **
Rationalism,        3, 0,  Too, nil, 2, 1    ; Rep
Not Ottomans,       0, 0,  no,  no,  3, 3    ; Rob  
Smelting,           5,-1,  Las, Met, 1, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Scouting,           3, 0,  Feu, Cmb, 1, 0    ; SFl
Seigecraft,         6,-1,  Feu, Phi, 1, 0    ; Sth
The Sextant,        4,-1,  Mag, CoL, 2, 0    ; SE 
Standing Army,      4,-1,  Gen, Esp, 2, 4    ; Stl   
Swedish Trigger,    0, 0,  no,  no,  3, 3    ; Sup   80
Russian Trigger,    0, 0,  no,  no,  3, 3    ; Tac   81
Counter Reformation,3, 0,  X6,  nil, 1, 2    ; The  *** +1 cathedrals
Turkish Cavalry,    6,-1,  E2,  FP,  2, 2    ; ToG  
Trade,              4, 2,  Dem, nil, 0, 1    ; Tra
University,         5, 1,  Phi, Lit, 1, 3    ; Uni
Not Cath Cities,    1,-1,  no,  no,  3, 3    ; War
Vernacular Press,   4, 0,  Rec, Cmn, 1, 2    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,  0, 0,  Rep, nil, 3, 3    ; FT 
Dutch Revolt,       0, 0,  Mob, nil, 3, 3    ; U1    90
Dutch Culture,      0, 0,  no,  no,  3, 3    ; U2 
English Culture,    1, 2,  no,  no,  3, 3    ; U3 
Teutonic Warfare,   0, 0,  no,  no,  3, 3    ; X1 
Not Dutch Culture,  0, 0,  no,  no,  3, 3    ; X2 
Not English Cuture, 0, 0,  no,  no,  3, 3    ; X3 
Not Habsburgs,      0, 0,  no,  no,  3, 3    ; X4  
Not Catholic Culture,0,0,  no,  no,  3, 3    ; X5 
Catholic Culture,   0, 0,  no,  no,  3, 3    ; X6 
Protestant Culture, 0, 0,  no,  no,  3, 3    ; X7   99

;
; 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,
Court,                    10, 0,    Rad, 
Garrison,                  6, 1,    nil,
Granary,                   6, 1,    nil,
Monastery,                 8, 1,    Cer,
Market,                    6, 1,    Cmp,
Library,                   6, 1,    Phi,
Manor,                     6, 0,    nil,
Fortifications,            8, 0,    nil,
Aqueduct,                  8, 1,    nil,
Bank,                      8, 2,    Ban,
Mosque,                   10, 1,    Mas,
University,                8, 3,    Phi,
Mass Transit,             16, 4,    no, 
Cathedral,                 8, 2,    Phi,
Guilds,                   10, 2,    Gen,
Mint,                     10, 2,    Pla,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Joint-Stock Company,      10, 3,    Ldr,
Sewer System,             12, 2,    San,
Dikes,                     8, 0,    Rad, 
Clunaic House,             8, 1,    Phi,
Printing House,           10, 2,    Rec, 
SAM Missile Battery,      10, 2,    no, 
Seawalls,                  8, 0,    Min,
Mill,                     10, 4,    Plu,
Fishery,                   6, 1,    Sea,
Seaport,                  10, 3,    E1, 
Airport,                  16, 3,    no, 
Stadthold,                 8, 3,    Rad, 
Naval Yard,                8, 2,    Sea,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Faire,                    60, 0,    Cmp,
95 Theses,                20, 0,    nil, 
Blue Mosque,              20, 0,    Ref,
Aldine Press,             30, 0,    Rec,
Mehmet's Shipyards,       30, 0,    NP,  
Hagia Sophia,             30, 0,    nil, 
Knights of St. John,      30, 0,    nil,
Tower,                    30, 0,    nil,
The Bayeux Tapestry,      30, 0,    nil,
El Escorial,              30, 0,    Hor,
Becket's Cathedral,       20, 0,    nil,
Zwingli's 67 Articles,    30, 0,    nil,
Tycho's Observatory,      30, 0,    nil,
Ortelius' Atlas,          30, 0,    CoL,
Shakespeare's Theatre,    30, 0,    Whe,
Richelieu's Academy,      40, 0,    Stl,
Notre Dame Cathedral,     40, 0,    nil,
Galileo's Laboratory,     40, 0,    Csc,
Control of the New World, 40, 0,    nil,
Grotius' Treatises,       40, 0,    Lab, 
Piazza San Marco,         40, 0,    nil, 
St. Ignatius' Exercises,  30, 0,    The,
William the Silent's Union,30,0,    U1,
Calvin's Institutes,      30, 0,    Cmn,
Sistine Chapel,           60, 0,    nil, 
Henry's Maritime School,  60, 0,    nil,
The Classical Heritage,   60, 0,    nil, 
Erasmus' Conservatory,    60, 0,    nil,
Book of Common Prayer,    30, 0,    Amp,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; 95 Theses
nil,        ; Sistine Chapel
nil,        ; Aldine Press
nil,        ; Mehmet's Shipyards
Cer,        ; Hagia Sophia
nil,        ; Order of St. John
nil,        ; Tower
Esp,        ; The Bayeux Tapestry
nil,        ; El Escorial
Amp,        ; Becket's Cathedral
nil,        ; Zwingli's 67 Articles
nil,        ; Tycho's Observatory
nil,        ; Mercator's Atlas
nil,        ; Grotius' Treatises
nil,        ; Richelieu' Academy
nil,        ; Notre Dame Cathedral
nil,        ; Galileo's Laboratory
nil,        ; Control of the New World
nil,        ; Royal Society
Cer,        ; Piazza San Marco
nil,        ; Thomas Becket's Cathedral
nil,        ; William the Silent's Union
nil,        ; Calvin's Institutes
Cer,        ; Alhambra
Cer,        ; Henry's Maritime School
Cer,        ; Classical Heritage
nil,        ; Erasmus' Conservatory
nil,        ; Book of Common Prayer

;    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
Peasants,     U3,  0,  1.,0,  0a,1d,  2h,1f,  6,0,  5, nil, 100000000000000
Yeomen,       X3,  0,  1.,0,  0a,2d,  2h,1f,  6,0,  5, U3,  100000000000000
Footsoldiers, Fli, 0,  1.,0,  1a,2d,  1h,1f,  1,0,  1, Rad, 100000000000000
Longbowmen,   X3,  0,  1.,0,  4a,3d,  1h,2f,  4,0,  0, U3,  100010001000000
Halberdiers,  AFl, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, PT,  100010000000000
Pikemen,      Fli, 0,  1.,0,  1a,3d,  1h,1f,  2,0,  1, PT,  100000000000000
Arquebusiers, Stl, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Fli, 100000000000000
Bashi-Bazouks,nil, 0,  1.,0,  1a,3d,  2h,1f,  2,0,  1, Fun, 100000000000000
Swedes,       nil, 0,  1.,0,  5a,3d,  2h,2f,  2,0,  0, Rad, 100000000000000
Townsmen,     Fun, 0,  1.,0,  3a,3d,  1h,1f,  5,0,  1, Rad, 100001001000010
Crossbowmen,  U3,  0,  1.,0,  4a,3d,  1h,2f,  4,0,  0, Cor, 100010000000000
Tercio,       X4,  0,  1.,0,  5a,2d,  2h,2f,  5,0,  0, Hor, 100010000000010
Corsairs,     Phi, 1,  5.,0,  4a,1d,  1h,2f,  4,0,  2, Rad, 100000000000000
Segban,       Rob, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, FP,  100000000000000
Janissaries,  Phi, 0,  1.,0,  7a,4d,  3h,2f, 20,0,  0, Rad, 100010001000000
Hussars,      Cmb, 0,  3.,0,  3a,2d,  1h,1f,  4,0,  0, Chi, 100000000000000
Sipahi,       Phi, 0,  2.,0,  5a,2d,  2h,1f,  4,0,  0, Fun, 100000000000000
Lancers,      Esp, 0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, Cmb, 100000000000000
Knights,      Cmb, 0,  2.,0,  4a,1d,  2h,1f,  4,0,  0, Chi, 100000000000000
Landsknechten,Cmb, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, X1,  100000000000000
Dragoons,     Fun, 0,  2.,0,  6a,3d,  2h,1f,  5,0,  0, Esp, 100000000000000
Condottieri,  nil, 0,  2.,0,  4a,1d,  2h,1f,  4,0,  0, Rad, 100000000000000
Turk Cavalry, Rob, 0,  2.,0,  6a,3d,  2h,2f,  6,0,  0, ToG, 100000000000000
Falconet,     Met, 0,  1.,0,  6a,1d,  2h,1f,  5,0,  0, CA,  100000000000000
Cannon,       Min, 0,  1.,0,  8a,1d,  2h,1f,  6,0,  0, Met, 100000001000000
Bombard,      Phi, 0,  1.,0, 10a,2d,  2h,2f,  9,0,  0, Fun, 100000000000000
Seige Tower,  Met, 0,  1.,0,  6a,1d,  2h,1f,  6,0,  0, Sth, 100000001000000
Mamelukes,    Phi, 0,  2.,0,  6a,3d,  2h,2f, 10,0,  0, Rad, 100010001000000
Pope,         nil, 0,  0.,0,  0a,5d,  3h,2f, 40,0,  1, Rad, 100010000000001
Artillery,    nil, 0,  1.,0, 10a,1d,  2h,1f,  6,0,  0, Min, 100000001000000
Infantry,     AFl, 0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Stl, 100000000000000
Musketeers,   nil, 0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, AFl, 100010000000000
Lateener,     Alp, 2,  6.,0,  1a,1d,  1h,1f,  4,2,  4, Mat, 110000000100000
Carrack,      SE,  2,  6.,0,  2a,2d,  1h,1f,  4,3,  4, Alp, 100000000000000
Galleon,      Mag, 2,  5.,0,  4a,2d,  2h,1f,  6,2,  2, Alp, 100000000000000
Fluyt,        X2,  2,  4.,0,  4a,2d,  2h,2f,  5,2,  2, U2,  100000000000000
Galley,       Cur, 2,  4.,0,  3a,2d,  2h,1f,  4,1,  2, Mat, 110000000100000
Warship,      Alp, 2,  3.,0,  4a,2d,  2h,2f,  4,0,  2, Cur, 110000000100000
Man of War,   nil, 2,  4.,0,  5a,3d,  2h,2f,  8,0,  2, Mag, 100000000000000
Fireship,     X3,  2,  3.,0,  8a,0d,  1h,2f,  5,0,  0, Env, 101000000001000
East Indiaman,nil, 2,  8.,0,  3a,3d,  2h,1f,  5,3,  4, SE,  100000000000000
Venice Galley,nil, 2,  5.,0,  4a,2d,  2h,1f,  4,2,  2, Rad, 100000000101000
Castle,       nil, 0,  0.,0,  0a,5d,  2h,1f, 30,0,  1, Rad, 100000000000000
Berbers,      nil, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Rad, 100001000000010
Sultan,       Phi, 0,  1.,0,  0a,5d,  3h,2f, 40,0,  1, Rad, 100010000000001
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  101000000000000
Jesuit,       War, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, The, 100000000000010
Preacher,     X5,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, X7,  100000000000010
Merchant,     nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 100000000000010
Assassin,     Phi, 0,  2.,0,  8a,0d,  1h,3f,  5,0,  0, Ref, 101000000000010
Grenzer,      Fun, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, SFl, 100001000000011
Tatar,        nil, 0,  2.,0,  5a,2d,  2h,1f,  6,0,  0, Rad, 100000000000000
Hospitaller,  nil, 0,  0.,0,  3a,5d,  2h,1f,  6,0,  1, Rad, 110010000000000
Swiss Guards, nil, 0,  1.,0,  3a,3d,  2h,2f,  2,0,  1, Rad, 110010000000000
Grenadiers,   nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Too, 100010000000000
Oprichniki,   nil, 0,  2.,0,  6a,2d,  2h,2f,  5,0,  0, Rad, 100000000000000
Test Unit 3,  nil, 0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, no,  100000000000000
Test Unit 4,  nil, 0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, no,  100000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  100000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  100000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  100000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  100000000000000

;


;
; 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, 5, 5,   yes, 1, 5,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   Grs, 0,10, 5,   no,  0, 5,  0,  no,    ; 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
Alpine,     1,2,  3,1,2,   no,  0,10, 1,   no,  0, 0,  0,  no,    ; Tun
Straits,    1,2,  3,2,5,   yes, 1, 5, 2,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,    ; Swa
Silk,       1,2,  3,2,2,   yes, 1, 5, 2,   For, 0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Pasture,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Silver,     2,4,  1,2,0,
Gold,       3,6,  1,1,9,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  0,0,0,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  1,6,0,
Wheatfields,1,2,  3,1,1,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Orchards,   2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  1,6,0,
Timber,     2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Game Fish,  1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Sultan,      Sultana
Monarchy,       Pope,        Abbess
Kingdom,        King,        Queen
Empire,         Sultan,      Sultana
Republic,       Stadtholder, Stadtholder
Democracy,      Stadtholder, Stadtholder

;
;   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
Leo X,        Livia,               0, 1, 3, Romans,      Roman,       0, -1,  0,  
Frederick,    Ishtari,             0, 2, 1, Babylonians, Babylonian,  0, -1,  0,  2, Prince, Princess
Francis II,   Maria Theresa,       0, 3, 3, Germans,     German,      0, -1,  0,
Charles V,    Isabella,            0, 4, 2, Egyptians,   Egyptian,    0, -1,  0,  2, Emperor, Empress, 3, Emperor, Empress
Suleiman,     E. Roosevelt,        0, 5, 0, Americans,   American,    1, -1, -1,
Alexander,    Hippolyta,           0, 6, 3, Greeks,      Greek,       0,  1, -1,
Maurice,      Margaret,            0, 7, 1, Indians,     Indian,      0, -1,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Francis II,   Eleanor,             0, 3, 3, French,      French,      0,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Henry VIII,   Elizabeth I,         0, 6, 3, English,     English,     0, -1,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     0,  0, -1,  2, Emperor, Empress
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,
Maurice,      Margaret,            0, 7, 0, Netherlands, Netherlands, 1,  0,  0,




;
;   Trading Commodities
;
@CARAVAN
Oil,
Wool,
Slaves,
Cloth,
Salt,
Cotton,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Alum,
Saltpeter,


@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













