;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
1       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
1       ; 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)
6       ; Monarchy  pays support for all units past this
4       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
15      ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
20      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
6       ; 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
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Alchemy,            5, 1,  Met, E1,  0, 3    ; Alp
Armorcrafting,      3,-2,  Feu, Met, 1, 0    ; Amp
Astrology,          4, 1,  no,  no,  1, 3    ; Ast
Asceticism,         4,-1,  Mys, CoL, 0, 1    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Bardic Legend,      4, 1,  Ldr, Uni, 1, 3    ; Ban
Barter,             4, 0,  nil, nil, 0, 0    ; Bri
Brimstone Hands,    6,-1,  E1,  Fli, 1, 4    ; Bro
Ceremonial Burial,  5, 0,  no,  no,  0, 1    ; Cer
Catastrophe,        5,-1,  NF,  Fli, 1, 4    ; Che
Chivalry,           4,-2,  NP,  Phi, 1, 0    ; Chi
Code of Laws,       4, 1,  nil, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Collective Cause,   5, 0,  Mag, Ato, 0, 3    ; Cmn
Command by Consent, 4, 1,  no,  no,  3, 4    ; Cmp
Commerce,           7,-1,  Tra, Nav, 0, 0    ; Csc
ConstructionX,      4, 0,  no,  no,  0, 4    ; Cst
Construction,       4, 0,  Mas, Lit, 0, 4    ; Cor
Craftsmanship,      4, 1,  Eng, Amp, 0, 4    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Csc, Esp, 0, 0    ; Eco
Elementalism,       4, 0,  Gen, Sth, 1, 1    ; E1 
Emancipation,       4, 1,  NP,  Uni, 1, 3    ; E2 
Engineering,        4, 0,  Sth, Pla, 0, 4    ; Eng
Escorts' Honor,     3, 1,  Ref, Map, 1, 2    ; Env
Etiquette,          2,-1,  Exp, Alp, 0, 2    ; Esp
Fealty,             5, 0,  Nav, Feu, 0, 2    ; Exp
Feudalism,          4,-1,  Chi, Csc, 1, 0    ; Feu
Forbidden Lore,     4,-1,  no,  no,  1, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Foresight,          3, 0,  Pot, nil, 0, 0    ; FP 
Higher Magic,       3, 2,  Too, nil, 1, 1    ; Gen
Holy War,           4, 1,  The, Map, 1, 2    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 1, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Inspiration,        6, 0,  Cur, FP,  0, 4    ; Inv
Iron Working,       5,-1,  nil, nil, 0, 3    ; Iro
Iscariot Lore,      4,-1,  Whe, Fli, 1, 4    ; Lab
Law by the Lawless, 4, 0,  E2,  Uni, 1, 3    ; Las
Legends,            5,-1,  Too, Csc, 2, 3    ; Ldr
Literacy,           5, 2,  nil, nil, 1, 1    ; Lit
Magic,              4,-2,  Phi, Nav, 1, 1    ; Too
Magic Crafting,     4,-1,  Alp, Cur, 0, 3    ; Mag
Martial Law,        6,-1,  no,  no,  1, 2    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mastercraft,        5, 0,  Cur, Uni, 1, 3    ; MP 
Mephistopheleanism, 4,-1,  no,  no,  2, 3    ; Mat
Mercy,              4, 0,  Ato, Chi, 0, 1    ; Med
Metallurgy,         6,-2,  Iro, Tra, 0, 3    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Military Discipline,8,-1,  no,  no,  2, 3    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  0, 1    ; MT 
Mysticism,          4, 0,  PT,  nil, 0, 1    ; Mys
Natural Law,        6,-1,  CoL, Mys, 0, 2    ; Nav
Nature's Bane,      6,-2,  San, nil, 1, 1    ; NF 
Nobility,           3, 0,  Hor, CoL, 1, 0    ; NP 
Philosophy,         6, 1,  Lit, Mys, 1, 1    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Planning,           4, 1,  Esp, FP,  0, 2    ; Pla
Posterity,          4, 0,  Pot, Map, 1, 2    ; Plu
Prayer,             4, 0,  nil, nil, 0, 1    ; PT 
Prudence,           4, 1,  Tra, Phi, 0, 0    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Revelry,            2, 1,  Csc, nil, 0, 0    ; Rec
Rule of Law,        4, 0,  Pla, Gen, 0, 2    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Salvation,          5,-2,  Whe, Cmn, 0, 1    ; Rob
Silvertongue,       6,-2,  Esp, Uni, 1, 3    ; Roc
Sorcery,            4, 2,  E1,  Pot, 1, 1    ; San
Sovereignty,        4, 1,  Cmn, Feu, 0, 3    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stonework,          3,-2,  Cor, Csc, 0, 4    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Stuporspell,        4, 1,  Rec, Fli, 1, 4    ; Sup
Thanatos,           6,-1,  FP,  Fli, 1, 4    ; Tac
Theology,           3, 2,  Whe, War, 0, 1    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  Bri, Hor, 0, 0    ; Tra
Trade Secrets,      5, 1,  no,  no,  1, 3    ; Uni
Vigilance,          4,-1,  Amp, Pla, 1, 0    ; War
Virtue's Light,     4,-1,  Med, Too, 0, 1    ; Whe
Volsung's Art,      4, 2,  Exp, Map, 1, 2    ; Wri
Wanderers' Tales,   1, 0,  X5,  X7,  2, 3    ; FT 
Warrior and Wizard, 3, 0,  Fli, Map, 2, 3    ; U1 
Warrior Tradition,  3, 0,  Ldr, Map, 1, 2    ; U2 
Forbidden Lore,     3, 0,  no,  no,  1, 4    ; U3 
Way of the Cunning, 3, 0,  Eco, FP,  0, 0    ; X1 
Way of the Faithful,3, 0,  Rob, Pot, 0, 1    ; X2 
Way of the Just,    3, 0,  Ref, Med, 0, 2    ; X3 
Way of the Kings,   3, 0,  Sea, Exp, 0, 3    ; X4 
Way of the Mighty,  3, 0,  Inv, nil, 0, 4    ; X5 
Way of the Valiant, 3, 0,  War, Cmn, 1, 0    ; X6 
Way of the Wise,    3, 0,  San, Whe, 1, 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,
Palace,                   10, 0,    nil,
Masons Hall,               4, 1,    Mas,
Apothecary,                6, 1,    Med,
Shrine,                    4, 1,    PT, 
Marketplace,               8, 1,    Bri,
Library,                   8, 2,    Lit,
Dungeon,                   8, 0,    CoL,
City Walls,                8, 0,    no, 
Waterways,                 8, 1,    Cor,
Guilds,                   12, 2,    Csc,
Monastery,                12, 3,    Ato,
University,               16, 3,    Phi,
Mass Transit,             16, 4,    no, 
Tavern,                   10, 1,    Rec,
Forge,                    20, 4,    Met,
Workshop,                 32, 6,    Cur,
Sanctuary,                20, 4,    Rob,
Recycling Center,         20, 1,    no, 
Millforge,                16, 3,    Eng,
Dwarvencraft,             24, 1,    Mag,
Firefont,                 16, 2,    E1, 
Bank,                     16, 3,    Eco,
Sewer System,             12, 2,    Pla,
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    no, 
Archives,                 16, 4,    FP, 
Sigil,                    10, 4,    Sea,
City Walls,               10, 3,    Sth,
Solar Plant,              32, 1,    no, 
Granary,                  10, 2,    Pot,
Manor,                    10, 3,    Feu,
Aethergate,               14, 4,    San,
Monument,                  4, 0,    X4, 
Garrison,                  8, 2,    Iro,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Alchemy),                60, 0,    Alp,
Guild of Healers,         40, 0,    X7, 
Magistratos,              40, 0,    X3, 
Royal Treasury,           40, 0,    X5, 
Argent Guard,             40, 0,    X6, 
Throneseyes,              40, 0,    X1, 
Grand Cathedral,          40, 0,    X2, 
Throne of Arkan,          40, 0,    X4, 
Black Rose Tournament,    20, 0,    Wri,
Toure Isengrine,          60, 0,    Mas,
Marco Polo's Embassy,     20, 0,    no, 
Crusaders' Cross,         30, 0,    Gue,
Vault of Posterity,       20, 0,    Plu,
Tomb of Roland,           30, 0,    U2, 
Shakespeare's Theatre,    30, 0,    no, 
The Common Host,          30, 0,    Roc,
House of Largesse,        20, 0,    E2, 
Pact of Savants,          60, 0,    Lit,
Concordate,               30, 0,    MP, 
Calliope's Lore,          20, 0,    Ban,
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
True Adamant,             30, 0,    Bro,
Accursed Seed,            20, 0,    Che,
Eye of Eshred,            60, 0,    Too,
Apollo,                   60, 0,    no, 
Scholomance,              30, 0,    Tac,
Lotus Garden,             20, 0,    Sup,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Guild of Healers
nil,        ; Magistratos
nil,        ; Royal Treasury
nil,        ; Argent Guard
nil,        ; Throneseyes
nil,        ; Grand Cathedral
nil,        ; Throne of Arkan
nil,        ; Black Rose Tournament
nil,        ; Toure Isengrine
nil,        ; Marco Polo's Embassy
nil,        ; Crusaders' Cross
nil,        ; Vault of Posterity
nil,        ; Sword of Roland
nil,        ; Shakespeare's Theatre
nil,        ; The Common Host
nil,        ; House of Largesse
nil,        ; Pact of Savants
nil,        ; Concordate
nil,        ; Calliope's Lore
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; True Adamant
nil,        ; Accursed Seed
nil,        ; Eye of Eshred
nil,        ; Apollo
nil,        ; Scholomance
nil,        ; Lotus Garden


;
;    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
Drudges,      Exp, 3,  3.,0,  0a,1d,  2h,1f,  2,0,  5, nil, 000000000100000 ; Settlers
Workers,      nil, 3,  4.,0,  0a,2d,  2h,1f,  3,0,  5, Exp, 000000000100000 ; Engineers
Warriors,     Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Phalanx,      Feu, 0,  1.,0,  1a,1d,  1h,1f,  2,0,  1, no,  000000000000000
Tower,        Eng, 0,  0.,0,  1a,3d,  2h,1f,  4,0,  1, nil, 000000000000000 ; Archers
Fortress,     War, 0,  0.,0,  1a,4d,  3h,2f,  6,0,  1, Eng, 000000000000001 ; Legion
Bastion,      nil, 0,  0.,0,  1a,5d,  4h,2f,  8,0,  1, War, 000010000000001 ; Pikemen
Familiar,     Cmp, 1,  1.,0,  0a,3d,  1h,3f,  2,0,  1, Lab, 101100000001100 ; Musketeers
Gargoyle,     Cmp, 0,  0.,0,  0a,5d,  2h,4f,  6,0,  1, Bro, 010100000000000 ; Fanatics
Survivors,    nil, 3,  4.,0,  0a,0d,  1h,1f, 20,0,  5, U1,  000000000000000 ; Partisans
Alpine Troops,nil, 3,  1.,0,  5a,5d,  2h,1f,  5,0,  1, no,  000000000000000
Riflemen,     nil, 0,  0.,0,  5a,4d,  2h,1f,  4,0,  1, no,  000000000000000
Marines,      nil, 3,  1.,0,  8a,5d,  2h,1f,  6,0,  0, no,  000000000000000
Guardhouse,   Mob, 0,  0.,0,  1a,4d,  4h,1f,  6,0,  6, E2,  000000001000000 ; Paratroopers
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Brigands,     nil, 0,  1.,0,  3a,4d,  2h,1f,  2,0,  1, U1,  000000000100110 ; Horsemen
Bandits,      nil, 0,  3.,0,  5a,1d,  1h,2f,  3,0,  0, U1,  000000000000110 ; Chariot
Raiders,      Mob, 0,  2.,0,  6a,1d,  2h,2f,  4,0,  0, Las, 000000100000110 ; Elephant
(Crusaders),  Ldr, 2,  3.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
(Knights),    Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Horsemen,     Chi, 2,  4.,0,  6a,2d,  1h,2f,  3,0,  0, Hor, 000000000000000 ; Dragoons
Knights,      Amp, 2,  5.,0,  9a,3d,  2h,2f,  5,0,  0, Chi, 000000000000000 ; Cavalry
Paladins,     Gue, 2,  6.,0, 10a,5d,  3h,2f,  6,0,  0, Amp, 000000000000000 ; Armor
Crusaders,    Mat, 2,  8.,0, 13a,5d,  3h,2f,  6,0,  0, Gue, 110000000000000 ; Catapult
Cannon,       Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Firestorm,    nil, 1,  9.,3,  7a,3d,  2h,2f,  6,0,  3, E1,  000100000000001 ; Fighter
Bomber,       Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Whirlwind,    nil, 1, 14.,1, 12a,2d,  2h,3f,  8,0,  3, San, 000100000010000 ; Stealth F.
Barrier,      nil, 1,  4.,8,  0a,8d,  2h,1f,  4,0,  0, Whe, 001100000000000 ; Stealth B.
Thunderbolt,  nil, 1,  4.,1,  6a,0d,  1h,3f,  2,0,  0, Too, 001100000000000 ; Trireme
Caravel,      Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Galleon,      Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Ironclad,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  110000000010001
Magician,     Gen, 2,  2.,0,  2a,3d,  1h,2f,  4,0,  2, Too, 000100000001000 ; Cruiser
Warlock,      San, 2,  3.,0,  3a,4d,  1h,2f,  6,0,  2, Gen, 000100010001000 ; AEGIS
Sorcerer,     nil, 2,  4.,0,  4a,6d,  2h,2f,  9,0,  2, San, 100100010011000 ; Battleship
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000000000
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,0,  4, no,  000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  000000000000000
Ruinous Light,nil, 1,  8.,1, 99a,0d,  1h,1f, 16,0,  0, NF,  000000000000000 ; Nuke
Peasants,     Exp, 3,  2.,0,  0a,0d,  1h,1f,  1,0,  5, U1,  000000000000000 ; Diplomat
Courtier,     nil, 0,  3.,0,  0a,0d,  1h,1f,  4,0,  6, Esp, 000000001000010 ; Spy
Knave,        Esp, 0,  2.,0,  0a,0d,  1h,1f,  1,0,  6, nil, 000000001000010 ; Caravan
Merchant,     nil, 0,  2.,0,  0a,0d,  1h,1f,  8,0,  7, Tra, 000000001000010 ; Freight
Nobleman,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, NP,  000000000000110 ; Explorer
General,      nil, 2,  5.,0, 12a,3d,  4h,2f, 99,6,  4, U1,  000000000000000 ; Extra Land
Master,       nil, 2,  7.,0,  2a,8d,  3h,1f, 99,4,  4, U1,  000000000000000 ; Extra Sea
Chancellor,   nil, 2,  4.,0,  6a,6d,  2h,4f, 99,3,  4, U1,  000000000001001 ; Extra Air
Honor Guard,  Mat, 2,  3.,0, 10a,8d,  3h,2f,  8,1,  4, Env, 000000000000000 ; Test 1
Wizard,       nil, 2,  5.,0,  7a,8d,  3h,2f, 10,0,  2, X7,  100100010010001 ; Test 2
Trebuchet,    nil, 3,  1.,0, 14a,0d,  3h,4f,  9,0,  0, Inv, 000000000000000 ; Test 3
Secutor,      nil, 2,  5.,0,  9a,2d,  3h,1f,  4,0,  3, Ref, 100000000010001 ; Test 4
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, 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
Scrubland,  1,2,  1,0,1,   Pln, 0,10, 0,   Swa, 0, 5,  0,  no,    ; Drt
Thicket,    1,2,  2,1,1,   For, 0,10, 0,   Drt, 0, 5,  0,  no,    ; Pln
Quarry,     1,5,  0,4,1,   no,  0, 0, 0,   no,  0, 5,  0,  Mou,   ; Grs
Forest,     1,3,  3,2,0,   no,  0, 5, 0,   Pln, 0, 5,  0,  no,    ; For
Hills,      1,3,  1,2,1,   no,  0, 5, 0,   no,  0, 5,  0,  no,    ; Hil
Mountains,  1,4,  0,2,0,   Tun, 0,10, 0,   Gla, 0,10,  0,  Grs,   ; Mou
Gem  Mine,  1,5,  0,1,2,   no,  0, 5, 0,   Gla, 0,15,  0,  Mou,   ; Tun
Ore  Mine,  1,5,  0,3,0,   Tun, 0,15, 0,   no,  0, 5,  0,  Mou,   ; Gla
Wasteland,  1,2,  0,0,0,   Drt, 0,20, 0,   no,  0, 5,  0,  no,    ; Swa
Rubble,     1,2,  0,0,0,   no,  0, 5, 0,   no,  0, 5,  0,  Oce,   ; Jun
Open Plains,1,2,  2,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  Jun,   ; Oce
Small Game, 1,2,  2,0,1,
Game,       1,2,  3,1,1,
Quarry,     1,5,  0,4,1,
Big Game,   1,3,  4,2,0,
Fertile,    1,3,  2,2,1,
Minerals,   1,4,  0,2,0,
Gems,       1,5,  0,1,4,
Fragments,  1,5,  0,2,1,
Ruins,      1,2,  0,1,1,
Solid,      1,3,  0,1,0,
Arable,     1,2,  3,0,2,
Growth,     1,2,  1,1,1,
Underbrush, 1,2,  2,2,1,
Quarry,     1,5,  0,4,1,
Timber,     1,3,  3,3,0,
Rich,       1,4,  1,3,2,
Minerals,   1,4,  0,2,0,
Dull Rocks, 1,5,  0,2,1,
Ore,        1,5,  0,4,0,
Scorched,   1,1,  0,0,0,
Loose,      1,3,  0,0,1,
Rough Land, 2,3,  1,1,2,




@GOVERNMENTS
History,        Mr.,         Ms.
Legacies,       Emperor,     Empress
Relthane,       Master,      Mistress
Arkantes,       General,     General
Gallire,        Chancellor,  Chancellor
Terrain,        Consul,      Consul
Credits,        President,   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
Maximillian,  Livia,               0, 1, 1, Legions,     Legion,      0,  1,  1,
Penth,        Ishtari,             0, 2, 0, Loyalists,   Loyalist,   -1, -1,  1,
Rucillus,     Maria Theresa,       0, 3, 3, Magi,        Magi,        1, -1,  1,
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 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,
Louis XIV,    Joan of Arc,         0, 3, 3, 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, 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, 3, 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
Hides,
Wool,
Beads,
Cloth,
Salt,
Copper,
Ore,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Adamant,
Aether,


@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













