;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
30      ; 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
6       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
60      ; 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
Tactic tech,        4,-2,  Alp, no,  3, 4    ; AFl
Markamptada,        5, 1,  no,  no,  0, 3    ; Alp
Amphibious Warfare, 3,-2,  no,  no,  3, 0    ; Amp
Astronomy,          4, 1,  no,  no,  1, 3    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Another tech,       6,-1,  no,  no,  0, 2    ; Aut
Banking,            4, 1,  no,  no,  1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Bronze Working,     6,-1,  no,  no,  0, 4    ; Bro
Muslim state,       5, 0,  no,  nil, 0, 2    ; Cer
Ayn Djalut tech,    5,-1,  no,  nil, 0, 0    ; Che
Chivalry,           4,-2,  no,  Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  no,  nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Baybars tech,       5,-1,  Sup, nil, 0, 0    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  no,  MP,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  no,  no,  0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  no,  nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  Ban, 2, 1    ; Eco
Electricity,        4, 0,  no,  Mag, 2, 4    ; E1 
1tech,              4, 1,  no,  no,  0, 4    ; E2 
Engineering,        4, 0,  no,  Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  no,  Mon, 0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Mamluk Sultan tech, 3,-2,  Roc, no,  0, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  no,  Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  no,  nil, 0, 0    ; Hor
Ch conv,            6, 0,  no,  no,  0, 1    ; Ind
One tech,           6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  Gun, 1, 0    ; Ldr
Literacy,           5, 2,  no,  CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  Tac, 2, 4    ; Too
Magnetism,          4,-1,  no,  Iro, 1, 3    ; Mag
Map Making,         6,-1,  no,  nil, 0, 1    ; Map
Masonry,            4, 1,  no,  nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  Cor, 3, 4    ; MP 
Mathematics,        4,-1,  no,  Mas, 0, 3    ; Mat
Outremer destroyed!,4, 0,  Rfg, nil, 0, 0    ; Med
Siege techniques2,  6,-2,  War, nil, 3, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  Tac, 3, 0    ; Mob
Monarchy,           5, 1,  no,  CoL, 0, 2    ; Mon
Monastic technology,5, 1,  no,  nil, 0, 2    ; MT 
Pilgrimage to Mecca,4, 0,  no,  nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  0, 4    ; NF 
Fleet tech,         3, 0,  nil, nil, 0, 4    ; NP 
Some tech,          6, 1,  no,  no,  0, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  SFl, 3, 4    ; Pla
Caliphs in Cairo,   4, 0,  Roc, nil, 0, 2    ; Plu
BaybarsII,          4, 0,  Rec, nil, 0, 2    ; PT 
Al-Mansur Lagin,    4, 1,  Rec, nil, 0, 2    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Kitboga tech,       2, 1,  Ref, nil, 0, 2    ; Rec
An-Nasir Muhammad,  4, 0,  Rfg, nil, 0, 2    ; Ref
Al-Asraf Chalil tec,3, 1,  Rob, nil, 0, 2    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Qalawun tech,       5,-2,  Roc, nil, 0, 2    ; Rob
Salamish tech,      0, 0,  San, nil, 0, 0    ; Roc
Baraka Chan tech,   0, 0,  Roc, nil, 0, 0    ; San
df,                 0, 0,  no,  no,  0, 2    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
No-settler tech,    0, 0,  nil, no,  0, 1    ; Sth
Settler tech,       4,-1,  no,  no,  2, 3    ; SE 
Al-Mansur Ali tech, 4,-1,  X5,  nil, 0, 2    ; Stl
Qutuz tech,         4, 1,  Roc, nil, 0, 2    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Tolerance tech,     3, 2,  nil, nil, 1, 2    ; The
Musl mil tech1,     4, 0,  X7,  nil, 0, 0    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  no,  no,  2, 0    ; Uni
Siege techniques 1, 4,-1,  nil, nil, 3, 0    ; War
Advanced farming,   4,-1,  no,  no,  3, 4    ; Whe
Mongol tech 3,      4, 2,  U1,  nil, 0, 0    ; Wri
Future Technology,  1, 0,  nil, nil, 0, 2    ; FT 
Mongol tech2,       3, 0,  AFl, nil, 3, 0    ; U1 
Muslim mil tech2,   3, 0,  ToG, nil, 0, 0    ; U2 
Latin tech,         3, 0,  AFl, nil, 1, 4    ; U3 
Roman tech,         3, 0,  AFl, nil, 0, 4    ; X1 
Mongol tech,        3, 0,  AFl, nil, 3, 4    ; X2 
Nubian tech,        3, 0,  AFl, nil, 0, 4    ; X3 
Abbasid tech,       3, 0,  no,  no,  0, 2    ; X4 
Egyptian tech,      3, 0,  AFl, no,  0, 4    ; X5 
Christian tech,     3, 0,  AFl, nil, 1, 4    ; X6 
Moslem tech,        3, 0,  AFl, nil, 0, 4    ; 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,
Palace,                   10, 0,    nil,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    nil,
Mosque,                    4, 1,    no, 
MarketPlace,               8, 1,    nil,
Library,                   8, 1,    nil,
Courthouse,                8, 1,    nil,
City Walls,                8, 0,    nil,
Well,                      8, 2,    nil,
Caravansaray,             12, 3,    nil,
Monastery,                12, 3,    no, 
University,               16, 3,    nil,
Mass Transit,             16, 4,    no, 
Cathedral,                10, 4,    nil,
Blacksmith,               20, 4,    nil,
Manufacture,              32, 6,    nil,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Watermill,                24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Mint,                     16, 4,    nil,
Necropolis,               12, 2,    nil,
Farm,                      8, 3,    no, 
Superhighways,            20, 5,    no, 
Madrasa,                  16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    nil,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    nil,
Port,                     16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
War Port,                  8, 3,    NP, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Ctesiphon,                20, 0,    no, 
Qubbath as-Sachra,        20, 0,    no, 
Umajjads' mosque,         20, 0,    no, 
Abu Mina/Lighthous,       20, 0,    no, 
Lalibela,                 30, 0,    no, 
Outremer destroyed!,      30, 0,    Med,
Mccheta,                  30, 0,    no, 
Great Citadel,            30, 0,    no, 
Acco,                     30, 0,    no, 
Holy Sepulchre,           20, 0,    no, 
Ince Minare,              40, 0,    no, 
Al-Azhar,                 30, 0,    no, 
Sana,                     40, 0,    no, 
Eczmiadzyn,               30, 0,    no, 
Persepolis,               40, 0,    no, 
Hagia Eirene,             40, 0,    no, 
Al-Mustansiriyya,         40, 0,    no, 
Ar-rauk,                  40, 0,    Pot,
Faras,                    40, 0,    no, 
Pyramids,                 40, 0,    no, 
Qalawun Mosque,           30, 0,    Rob,
Abbasids' Caliphate,      60, 0,    Plu,
Antioch,                  60, 0,    no, 
Therkies sultanate,       60, 0,    Rfg,
Acropolis,                60, 0,    no, 
Hagia Sofia,              60, 0,    no, 
Ghurid Mosque,            60, 0,    no, 
Al-Kaaba,                 60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ctesiphon
Pot,        ; Qubbath as-Sachra
no,         ; Umajjads' mosque
no,         ; Abu Mina/Lighthous
X7,         ; Lalibela
no,         ; Outremer destroyed!
no,         ; Mccheta
no,         ; Great Citadel
Rfg,        ; Acco
X7,         ; Holy Sepulchre
no,         ; Ince Minare
no,         ; Al-Azhar
no,         ; Sana
Rob,        ; Eczmiadzyn
Che,        ; Persepolis
no,         ; Hagia Eirene
U1,         ; Al-Mustansiriyya
no,         ; Ar-rauk
no,         ; Faras
X7,         ; Pyramids
no,         ; Qalawun Mosque
no,         ; Abbasids' Caliphate
Phi,        ; Antioch
no,         ; Therkies sultanate
Phi,        ; Acropolis
no,         ; Hagia Sofia
X2,         ; Ghurid Mosque
Pot,        ; Al-Kaaba


;
;    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
Settlers,     Whe, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, SE,  000000000000000
Peasants,     Sth, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Whe, 000000000000000
Latin inf,    no,  0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, U3,  000000000000000
Muslim inf,   Uni, 0,  1.,0,  3a,2d,  2h,1f,  4,0,  1, X7,  000000000000000
Roman inf,    no,  0,  1.,0,  3a,2d,  2h,1f,  5,0,  1, X1,  000000000000000
Nubian inf,   no,  0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, X3,  000011000000010
Mongol inf,   U1,  0,  1.,0,  3a,2d,  2h,1f,  4,0,  1, X2,  000010000000000
Amir,         no,  0,  0.,0,  3a,6d,  2h,1f,  3,0,  1, no,  000010000000000
Tch. mamluk,  AFl, 0,  2.,0,  8a,2d,  2h,1f, 12,0,  0, Rob, 000000001000000
partisant,    no,  0,  0.,0,  4a,7d,  2h,1f,  5,0,  1, no,  000010000000001
Duke,         nil, 0,  0.,0,  4a,7d,  2h,1f,  5,0,  1, no,  000001000000000
x,            nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, no,  000000000000000
x,            nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, no,  000000000000100
x,            nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000
x,            nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Quarizmian,   no,  0,  2.,0,  6a,3d,  2h,1f,  4,0,  0, no,  000000000000000
Mamluk,       nil, 0,  2.,0,  7a,3d,  2h,1f,  8,0,  0, no,  000000001000010
Nomad,        MT,  0,  2.,0,  7a,1d,  2h,1f,  4,0,  0, no,  000001000000011
Muslim cav,   no,  0,  2.,0,  6a,2d,  2h,1f,  4,0,  0, X7,  000000000000000
NIE,          no,  0,  2.,0,  9a,3d,  2h,1f,  5,0,  0, no,  000000001000011
Roman cav,    no,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Turkish cav,  no,  0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000001001000011
Siege Engine2,X2,  0,  1.,0, 11a,2d,  2h,1f,  7,0,  0, Met, 000100001000000
Siege engine, Met, 0,  1.,0,  9a,1d,  2h,1f,  7,0,  0, War, 000000001000000
x,            Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
x,            Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
x,            nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Knight,       no,  0,  2.,1,  6a,2d,  2h,1f,  6,0,  3, U3,  000000001000000
HMC,          no,  0,  2.,2,  7a,3d,  2h,1f,  7,0,  0, U2,  000000001000000
Mon cav2,     Wri, 0,  1.,0,  1a,0d,  2h,2f, 10,0,  0, U1,  000001000000001
Mongol inf3,  no,  0,  1.,1,  3a,3d,  2h,2f,  4,0,  1, Wri, 000001000000001
Mongol inf2,  Wri, 0,  1.,2,  1a,0d,  2h,2f, 16,0,  1, U1,  000000000000001
Dhow,         no,  2,  4.,0,  6a,1d,  2h,1f,  6,2,  2, X7,  000000000101000
Latin galley, no,  2,  5.,0,  7a,2d,  2h,1f,  5,3,  2, U3,  000000000000000
Castle,       no,  0,  0.,127,  0a,3d,  5h,1f,  4,4,  1, no,  000010000000001
Roman galley, no,  2,  4.,0,  5a,2d,  2h,1f,  5,2,  2, X1,  000000000001000
Muslim galley,no,  2,  6.,0,  7a,4d,  3h,1f,  8,4,  2, U2,  000000000000000
Baybar's sons,nil, 2,  0.,0,  0a,2d,  4h,1f,  6,0,  2, no,  000000000000000
LAAAA,        no,  1, 42.,0,  9a,2d,  1h,1f,  4,0,  3, no,  000001000000011
Crusaders,    nil, 0,  2.,0,  9a,3d,  2h,2f, 10,0,  0, no,  000000001000000
Baybars,      X5,  0,  2.,0, 11a,2d,  4h,1f, 16,0,  0, Cmb, 000000001000001
x,            nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Mongol cav,   U1,  0,  2.,0,  9a,3d,  2h,1f,  6,0,  0, X2,  000000001000011
CTC,          no,  1,  0.,127,  0a,1d,  2h,1f,  5,8,  3, no,  000000000000000
Sth,          nil, 0,  0.,1,  0a,3d,  5h,3f,  6,0,  1, no,  001000000000001
Tch. mamluks, X5,  0,  2.,1,  7a,3d,  2h,1f,  8,0,  0, Rob, 000010001000001
x,            Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Nubian trader,no,  0,  1.,0,  0a,0d,  1h,1f,  8,0,  7, X3,  000000000000011
Muslim caravan,no,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, X7,  000000000000010
Chr trader,   X3,  0,  2.,0,  0a,1d,  1h,1f,  1,0,  7, X6,  000000000000010
Mamluk recruit,no,  0,  1.,2,  4a,1d,  2h,1f,  3,0,  0, no,  001000000010010
Mongol cav3,  no,  0,  1.,0,  9a,3d,  2h,1f,  5,0,  0, Wri, 000001000000011
Mongols,      nil, 2,  8.,0, 22a,7d,  2h,1f,  5,1,  0, no,  000010000000000
x,            nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
x,            nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Syria def,    nil, 1,  0.,125,  0a,99d, 3h,1f,  4,0,  1, no,  000000000000000
Storm,        nil, 2,  6.,0, 10a,40d, 2h,1f,  4,0,  2, no,  100000000001000
Taurus,       nil, 1,  0.,0,  0a,99d, 3h,1f,  4,0,  1, no,  000000000000001
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Kitboga,      no,  0,  0.,0, 12a,5d,  2h,1f,  4,0,  1, no,  000000000000000
City Walls,   nil, 1,  0.,28,  0a,120d, 2h,1f,  4,0,  1, no,  000000000000000
Baghdad def,  nil, 0,  0.,20,  0a,127d, 2h,1f,  4,0,  1, no,  000000000000011

;
; 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,  0,0,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,0,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 0, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Sth,        1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Egypt,      2,2,  3,0,2,   yes, 0, 0, 0,   no,  1,15,  3,  Tun,   ; Gla
Swamps,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Sheep,      1,2,  1,3,0,
Ocean,      1,2,  2,1,0,
Forest animals,2,3,  3,2,0,
Olives,     2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Pheasant,   1,2,  3,1,0,
Pyramids,   2,2,  1,0,4,
Frogs,      2,3,  1,4,0,
Game,       2,3,  1,0,4,
Merchants,  1,2,  3,2,2,
Camels,     1,2,  0,4,0,
Palms,      1,2,  3,1,0,
Fish,       1,2,  2,1,0,
Wood,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Wheat,      1,2,  2,0,3,
Pyramids,   2,2,  0,0,0,
Moose,      2,3,  3,0,4,
Furs,       2,3,  4,0,1,
Merchants,  1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Empire,         Basileos,    Basilea
Kingdom,        King,        Caliph
Gnr4,           Sultan,      Khan
Cliphate,       Caliph,      Caliph
Sultanate,      Sultan,      Sultana

;
;   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, 0, Romans,      Roman,       0,  1,  1,     2. Basileos, Empress
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, 2, Egyptians,   Egyptian,    0,  0,  1,     4. Sultan, Sultana
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, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,     2. King, Queen
Louis XIV,    Joan of Arc,         0, 3, 1, French,      French,      1,  1,  1,     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, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 3, 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, 2, Vikings,     Viking,      1,  1,  0,     2. King, Queen
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 1, Persians,    Persian,     0, -1,  0,     3, Caliph, Caliph
Hannibal,     Dido,                0, 6, 3, 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
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


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


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













