;
;   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
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)
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
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; 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)
5       ; 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
French Aid,         4,-2,  no,  nil, 3, 0    ; AFl
Construction,       5, 1,  nil, nil, 3, 0    ; Alp
American Military,  3,-2,  no,  no,  3, 0    ; Amp
Basic Military,     4, 1,  no,  no,  2, 0    ; Ast
crap,               4,-1,  no,  no,  3, 0    ; Ato
Airborne Infantry,  6,-1,  Cmb, nil, 3, 0    ; Aut
Muslim Military,    4, 1,  no,  no,  2, 0    ; Ban
Russian Military,   4, 0,  no,  no,  3, 0    ; Bri
Chinese Military,   6,-1,  no,  no,  3, 0    ; Bro
UN Military,        5, 0,  no,  no,  3, 0    ; Cer
PRNK Military,      5,-1,  no,  no,  2, 0    ; Che
Russian Aid,        4,-2,  no,  nil, 3, 0    ; Chi
American Aid,       4, 1,  no,  nil, 3, 0    ; CoL
Satellite,          5,-1,  nil, nil, 3, 0    ; CA 
Advanced Military,  5,-1,  nil, nil, 3, 0    ; Cmb
Socialism,          5, 0,  no,  no,  3, 0    ; Cmn
Basic Navy,         4, 1,  nil, nil, 2, 0    ; Cmp
Advanced Navy,      7,-1,  nil, nil, 3, 0    ; Csc
British Military,   4, 0,  no,  no,  3, 0    ; Cst
Chemical Agents,    4, 0,  no,  no,  1, 0    ; Cor
Iraqi Military,     4, 1,  nil, nil, 2, 0    ; Cur
Parliament,         5, 1,  nil, FP,  3, 2    ; Dem
NATO Military,      4, 1,  no,  no,  3, 0    ; Eco
ICBM,               4, 0,  E2,  nil, 2, 0    ; E1 
Nuclear Testing,    4, 1,  Eng, nil, 3, 4    ; E2 
Fission,            4, 0,  nil, nil, 3, 0    ; Eng
Not American,       3, 1,  no,  no,  3, 0    ; Env
Not NATO,           2,-1,  no,  no,  3, 0    ; Esp
Not Russian,        5, 0,  no,  no,  2, 4    ; Exp
Not Iraqi,          4,-1,  no,  no,  0, 0    ; Feu
Not UN,             4,-1,  no,  no,  3, 0    ; Fli
Fundamentalism,     3,-2,  Gen, nil, 0, 0    ; Fun
Constitution,       3, 0,  nil, nil, 3, 2    ; FP 
Fanatacism,         3, 2,  nil, nil, 0, 0    ; Gen
Not Basic,          4, 1,  no,  no,  3, 0    ; Gue
No Russian Aid,     8,-2,  no,  no,  0, 0    ; Gun
No American Aid,    4,-1,  no,  no,  0, 0    ; Hor
false,              6, 0,  no,  no,  0, 0    ; Ind
Not British,        6, 0,  no,  no,  0, 0    ; Inv
No French Aid,      5,-1,  no,  no,  0, 4    ; Iro
asdf,               4,-1,  no,  no,  3, 2    ; Lab
Basic,              4, 0,  no,  no,  3, 3    ; Las
Russian,            5,-1,  no,  no,  1, 0    ; Ldr
Not Muslim,         5, 2,  no,  no,  0, 3    ; Lit
Not Rogue,          4,-2,  no,  no,  2, 4    ; Too
SDI,                4,-1,  nil, Map, 3, 0    ; Mag
Ballistic Shield,   6,-1,  Mas, nil, 3, 0    ; Map
Missle Defence,     4, 1,  nil, E1,  0, 4    ; Mas
Not NATO Navy,      5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  Dem, FP,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  nil, CA,  3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 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,
Capital City,             10, 0,    nil,
Barracks,                  4, 1,    no, 
Granary,                   6, 1,    no, 
Temple,                    4, 1,    no, 
MarketPlace,               8, 1,    no, 
Library,                   8, 1,    no, 
Courthouse,                8, 1,    no, 
City Walls,                8, 0,    no, 
Aqueduct,                  8, 2,    no, 
Bank,                     12, 3,    no, 
Cathedral,                12, 3,    no, 
University,               16, 3,    no, 
Mass Transit,             16, 4,    no, 
Colosseum,                10, 4,    no, 
Factory,                  20, 4,    no, 
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    Mag,
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewer System,             12, 2,    no, 
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    no, 
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Pyramids,                 20, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Colossus,                 20, 0,    no, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
Marco Polo's Embassy,     20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
no,         ; Darwin's Voyage
no,         ; Statue of Liberty
no,         ; Eiffel Tower
no,         ; Women's Suffrage
no,         ; Hoover Dam
no,         ; Manhattan Project
no,         ; United Nations
no,         ; Apollo Program
no,         ; SETI Program
no,         ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus 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
Mech Inf,     nil, 0,  3.,0,  5a,7d,  3h,2f,  6,0,  1, Cmb, 000000000010000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  8,0,  5, Alp, 000000000000000
American Inf, Env, 0,  1.,0,  6a,5d,  3h,2f,  6,0,  0, Amp, 000000001010101
Infantry,     Gue, 0,  1.,0,  4a,4d,  3h,2f,  5,0,  1, Ast, 000000000000000
NATO Inf,     Esp, 0,  1.,0,  4a,5d,  3h,2f,  7,0,  1, Eco, 000000001010101
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,2f,  9,0,  0, Aut, 000000100000000
Muslim Militia,Lit, 0,  1.,0,  3a,4d,  3h,2f,  2,0,  1, Ban, 000111000000010
Musketeers,   no,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Mirage Fighter,Iro, 1, 24.,1, 10a,3d,  2h,4f, 10,0,  1, AFl, 000100000010001
Russian Inf,  Exp, 0,  1.,0,  5a,5d,  3h,2f,  5,0,  0, Bri, 000000001010000
PRC Inf,      Gun, 0,  1.,0,  4a,6d,  3h,2f,  4,0,  1, Bro, 000000000000000
Leopard MBT,  Fli, 0,  1.,0,  9a,7d,  3h,4f, 12,0,  1, Cer, 000000000010001
Marines,      no,  0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, no,  000000000000100
Peacekeepers, Fli, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, Cer, 000000001010011
PRNK Inf,     Too, 0,  3.,0,  5a,6d,  3h,1f,  1,0,  1, no,  000000000000000
none,         no,  0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, no,  000000000000000
Mobile SAML,  nil, 0,  2.,0,  4a,5d,  2h,4f,  8,0,  1, Cmb, 010000000010000
T-72 MBT,     no,  0,  2.,0,  9a,5d,  2h,3f,  4,0,  0, no,  000000000000000
Spy Satellite,nil, 1, 42.,127,  0a,1d,  1h,1f, 16,0,  0, CA,  000000000001001
Harrier,      Inv, 1,  2.,0,  9a,3d,  1h,1f,  8,0,  0, Cst, 000000000000000
AMX-30 MBT,   Iro, 0,  3.,0,  9a,7d,  3h,4f, 12,0,  0, AFl, 000000000010001
M-60 MBT,     Hor, 0,  3.,0,  8a,7d,  3h,4f, 10,0,  0, CoL, 000000000010000
Abrahms MBT,  Env, 0,  3.,0, 11a,9d,  3h,4f, 12,0,  0, Amp, 000000000010001
MRLS,         nil, 0,  1.,0, 15a,2d,  2h,6f, 15,0,  0, Cmb, 000000001000000
Howitzer,     nil, 0,  2.,0, 12a,3d,  2h,5f, 13,0,  0, Csc, 000000001000000
Troop Transpor,no,  0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Artillery,    Gue, 0,  1.,0, 10a,2d,  2h,4f,  6,0,  0, Ast, 000000001000000
B-2 Bomber,   Env, 1, 30.,2, 18a,3d,  2h,4f, 18,0,  0, Amp, 000000000001001
Bomber,       no,  1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Mirage Bomber,Iro, 1, 20.,2, 10a,4d,  2h,4f, 10,0,  0, AFl, 000000000010001
A-10 Warthog, Env, 1, 10.,1, 10a,3d,  2h,4f, 10,0,  0, Amp, 000000000010001
F-18 Bomber,  Hor, 1, 20.,2, 10a,5d,  2h,4f,  9,0,  0, CoL, 000000000010001
F-22 Raptor,  Env, 1, 25.,2, 12a,6d,  2h,5f, 14,2,  4, Amp, 010000000111001
B-52,         Env, 1, 42.,3, 13a,2d,  2h,4f, 15,3,  0, Amp, 000000000000000
Apache Gunship,Env, 1,  4.,0,  8a,4d,  2h,3f,  9,4,  0, Amp, 000000000000001
nothing,      no,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Sleeper Cell, Feu, 0,  4.,0,  4a,4d,  3h,1f,  6,0,  6, Gen, 001101100001010
Destroyer,    no,  2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Tanker,       nil, 2, 25.,0,  0a,1d,  3h,1f,  8,6,  2, nil, 000000000101000
Frigate,      nil, 2, 35.,0,  5a,7d,  2h,3f, 15,0,  2, Cmp, 000000000010000
Destroyer,    nil, 2,  4.,0,  8a,7d,  2h,3f, 20,1,  2, Cmp, 000000000010001
Cruiser,      nil, 2, 30.,0,  9a,9d,  3h,3f, 25,2,  2, Csc, 110000000010001
Carrier,      Cmp, 2,  5.,0,  1a,9d,  4h,2f, 25,6,  4, Csc, 110000010000001
Transport,    no,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
MiG-29,       Gun, 1, 25.,2, 11a,6d,  2h,4f,  9,0,  0, Chi, 000000000010001
Fanatics,     Gue, 0,  1.,1,  6a,2d,  2h,5f,  1,0,  0, Gen, 001100001000010
ICBM,         nil, 1, 42.,0, 99a,1d,  1h,7f, 50,0,  6, E1,  001000000000001
Cruise Missle,nil, 1, 10.,1, 14a,1d,  1h,8f,  7,0,  0, Cmb, 000000000000011
TU-195,       Exp, 1, 42.,3, 12a,1d,  2h,5f, 12,0,  7, Bri, 100000000000001
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
T-90 MBT,     Exp, 0,  3.,0, 13a,8d,  3h,4f, 11,0,  0, Bri, 000000000010001
T-85 MBT,     Gun, 0,  3.,0, 12a,7d,  3h,4f, 11,0,  0, Chi, 000000000010000
Challenger MBT,Inv, 0,  3.,0, 10a,7d,  3h,4f, 11,1,  0, Cst, 000000000000000
Gunship,      nil, 1,  8.,0,  8a,3d,  2h,3f,  9,0,  0, Cmb, 000000000000001
blah,         no,  1,  1.,0,  0a,1d,  2h,1f,  4,0,  0, no,  000000000000000
WMD,          Feu, 1,  3.,1, 99a,1d,  1h,2f,  5,0,  0, Cur, 001000000000000
SU-32,        Exp, 1, 20.,1, 10a,5d,  2h,4f, 12,0,  3, Bri, 010000000010001
Nuclear Sub,  Ast, 2,  1.,0,  9a,2d,  2h,3f, 15,2,  2, Csc, 000000010001000
Mini Carrier, MP,  2,  1.,0,  1a,7d,  3h,2f, 20,3,  4, Eco, 010000010000001
Bunker,       FP,  0,  0.,0,  4a,18d, 7h,3f,  4,0,  1, nil, 000100000011000
Rep Guard,    Too, 0,  1.,0,  4a,6d,  3h,2f,  1,0,  1, nil, 000101001010000
Test Unit 8,  no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  4, no,  000000000000000

;
; 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, 2,15, 5,   no,  0, 0,  0,  no,    ; Drt
Plains,      1,2,  1,1,0,   yes, 1, 5, 1,   yes, 5,40,  3,  no,    ; Pln
Grassland,   1,2,  3,1,0,   yes, 1, 5, 1,   no,  0, 0,  0,  no,    ; Grs
Forest,      2,3,  1,2,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; For
Hills,       2,4,  2,2,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Hil
Mountains,   4,6,  0,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Mou
Tundra,      1,2,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Tun
Rice Paddies,1,2, 15,1,1,   no,  0, 0, 0,   yes, 5,40,  3,  no,    ; Gla
Defended,    1,2,  2,1,1,   yes, 2, 5, 1,   yes, 5,40,  3,  no,    ; Swa
Jungle,      3,4,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Jun
Ocean,       1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oil Fields,  1,2,  0,5,40,
Coal Mine,   1,2,  0,8,2,
Grassland,   1,2,  2,1,0,
Paper Mill,  1,4,  1,3,5,
Coal Mine,   2,4,  0,8,2,
Iron Ore,    4,6,  0,10,3,
Water,       1,2,  1,0,0,
Fertile Soil,1,2, 17,2,3,
Anti-Tank,   1,5,  1,1,1,
Oil Fields,  1,2,  0,5,40,
Fish,        1,2,  3,0,2,
Oil Fields,  1,2,  0,5,40,
Wheat,       1,2,  3,1,0,
Grassland,   1,2,  2,1,0,
Sawmill,     1,4,  1,5,3,
Copper Mine, 2,4,  0,6,4,
Bauxite,     4,6,  0,10,3,
Mosquitos,   1,2,  1,0,0,
Fertile Soil,1,2, 17,2,3,
Anti-Tank,   1,5,  1,1,1,
Oil Fields,  1,2,  0,5,40,
Fish,        1,2,  3,0,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Dictatorship,   General,     Empress
East Democracy, President,   Queen
Socialism,      President,   Comrade
Fundamentalism, President,   High Priestess
Republic,       President,   Consul
Euro Democracy, Prime Minister,President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Jiang Zemin,  None,                1, 1, 0, PRC,         PRC,         1,  1, -1,
Moamar Ghadaffi,None,                0, 2, 3, Muslim Nations,Muslim,      1,  1, -1,     3, President, President
Jaques Chirac,None,                0, 3, 0, Franco-Germans,Franco-Germans, 1,  1, -1,
Fidel Castro, None,                0, 4, 2, Rogues,      Rogue,       0,  0,  1,     4, President, President
George W. Bush,None,                0, 5, 1, Americans,   American,    1,  1, -1,
Tony Blair,   None,                0, 6, 0, Coalition,   Coalition,   1,  1, -1,     6, President, President
Vladimir Putin,None,                0, 7, 0, Russians,    Russian,    -1, -1,  1,     3, President, President
Jiang Zemin,  None,                1, 1, 0, PRC,         PRC,         1,  1, -1,
Moamar Ghadaffi,None,                0, 2, 3, Muslim Nations,Muslim,      1,  1, -1,     3, President, President
Jaques Chirac,None,                0, 3, 0, Franco-Germans,Franco-Germans, 1,  1, -1,
Fidel Castro, None,                0, 4, 2, Rogues,      Rogue,       0,  0,  1,     4, President, President
George W. Bush,None,                0, 5, 1, Americans,   American,    1,  1, -1,
Tony Blair,   None,                0, 6, 0, Coalition,   Coalition,   1,  1, -1,     6, President, President
Vladimir Putin,None,                0, 7, 0, Russians,    Russian,    -1, -1,  1,     3, President, President
Jiang Zemin,  None,                1, 1, 0, PRC,         PRC,         1,  1, -1,
Moamar Ghadaffi,None,                0, 2, 0, Muslim Nations,Muslim,      1,  1, -1,     3, President, President
Jaques Chirac,None,                0, 3, 0, Franco-Germans,Franco-Germans, 1,  1, -1,
Fidel Castro, None,                0, 4, 0, Rogues,      Rogue,       0,  0,  1,     4, President, President
George W. Bush,None,                0, 5, 1, Americans,   American,    1,  1, -1,
Tony Blair,   None,                0, 6, 0, Coalition,   Coalition,   1,  1, -1,     6, President, President
Vladimir Putin,None,                0, 7, 0, Russians,    Russian,    -1, -1,  1,     3, President, President

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













