;
;   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
5       ; 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
6       ; Communism pays support for all units past this
4       ; Fundamentalism pays support for all units past this
10      ; 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
Western Air Tech 2, 4,-1,  no,  no,  3, 0    ; AFl
Common Language,    5, 1,  nil, nil, 1, 2    ; Alp
Amphibious Warfare, 4,-1,  no,  no,  3, 0    ; Amp
Non-Iraqi Rebel,    4, 0,  no,  no,  3, 2    ; Ast
Western Air Tech 3, 4,-1,  no,  no,  3, 0    ; Ato
Automobile,         6,-1,  nil, nil, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Cst, nil, 2, 4    ; Bri
Taliban Defeat,     2,-1,  nil, no,  3, 0    ; Bro
Basic Religion,     4, 1,  nil, nil, 0, 2    ; Cer
Madrid Bombing,     2, 0,  no,  no,  3, 2    ; Che
Israeli Tech,       4,-1,  no,  no,  3, 0    ; Chi
Code of Laws,       4, 1,  nil, nil, 0, 2    ; CoL
W Helicopter Tech,  4,-1,  no,  no,  3, 0    ; CA 
Ba'athist Defeat,   2,-1,  nil, no,  3, 0    ; Cmb
Dictatorship,       5,-1,  nil, nil, 3, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Infantry Training,  7,-1,  nil, nil, 2, 0    ; Csc
City Improvement,   4, 0,  Mas, Cur, 2, 4    ; Cst
Free Enterprise,    4, 0,  Las, Eco, 2, 1    ; Cor
Foreign Exchange,   4, 1,  nil, nil, 2, 1    ; Cur
Democracy,          5, 1,  Ban, nil, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Soviet Air Tech 1,  4,-1,  no,  no,  3, 0    ; E1 
Western Cities,     4, 0,  no,  no,  3, 2    ; E2 
War on Terror,      2, 0,  nil, no,  3, 0    ; Eng
Chemical Warfare,   4,-1,  Med, Min, 3, 0    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Land Surveying,     5, 0,  nil, nil, 3, 4    ; Exp
Mideast Peace Talks,4, 2,  Wri, Dem, 3, 2    ; Feu
Western Air Tech 1, 4,-1,  no,  no,  3, 0    ; Fli
Fundamentalism,     3,-2,  The, Csc, 2, 2    ; Fun
Iraqi-Afghan Recon.,5, 1,  Bro, Cmb, 3, 2    ; FP 
Intafadeh,          4,-1,  no,  no,  0, 0    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
US Allied Support,  4,-1,  no,  no,  3, 0    ; Gun
Western Tech 1,     4,-1,  no,  no,  3, 0    ; Hor
CIS Cities,         4, 0,  no,  no,  3, 2    ; Ind
Direct Intervention,6,-1,  Eng, Lit, 3, 2    ; Inv
Elite Cadre,        4,-1,  no,  no,  3, 0    ; Iro
Iraqi Defense Force,4, 1,  FP,  Sup, 3, 2    ; Lab
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Las
Soviet Tech 1,      4,-1,  no,  no,  3, 0    ; Ldr
International Law,  5, 2,  Wri, Dem, 3, 2    ; Lit
Vectored Trajectory,4,-1,  Las, Uni, 3, 0    ; Too
Naval Tech 2,       4,-1,  no,  no,  3, 0    ; Mag
Western Air Tech 4, 4,-1,  no,  no,  3, 0    ; Map
Organized Labor,    4, 1,  nil, nil, 1, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Troop Mobility,     4,-1,  no,  no,  3, 0    ; Mat
Modern Medicine,    4, 1,  Wri, Tra, 3, 3    ; Med
Air Base Crews,     4, 0,  no,  no,  3, 0    ; Met
Miniaturization,    4, 1,  Ref, Pla, 3, 4    ; Min
Soviet Tech 3,      4,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  CoL, nil, 0, 2    ; Mon
Monotheism,         5, 1,  Cer, nil, 1, 2    ; MT 
Christianity,       5, 1,  MT,  nil, 1, 2    ; Mys
Naval Tech 1,       4,-1,  no,  no,  3, 0    ; Nav
Nuclear Fission,    6,-2,  ToG, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  Pla, 3, 3    ; NP 
Social Philosophy,  6, 1,  Fun, Dem, 3, 2    ; Phi
Carpet Bombing,     4,-1,  no,  no,  3, 0    ; Phy
Electronics,        4, 1,  Cor, nil, 3, 4    ; Pla
French Veto,        2, 0,  no,  no,  3, 2    ; Plu
Western Tech 3,     4,-1,  no,  no,  3, 0    ; PT 
Agriculture,        4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  nil, nil, 3, 4    ; Rad
Railroad,           6, 0,  Bri, nil, 2, 1    ; RR 
Judaism,            5, 1,  MT,  nil, 0, 2    ; Rec
Refining,           4, 0,  Cor, nil, 2, 4    ; Ref
Refrigeration,      3, 1,  San, nil, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, nil, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Too, 3, 0    ; Rob
Rocketry,           4,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  nil, nil, 2, 1    ; San
Maritime Lifestyle, 4, 1,  nil, nil, 0, 1    ; Sea
Modernization,      4, 1,  Cmp, NP,  3, 4    ; SFl
Stealth,            4,-1,  no,  no,  3, 0    ; Sth
Soviet Air Tech 2,  4,-1,  no,  no,  3, 0    ; SE 
Soviet Air Tech 3,  4,-1,  no,  no,  3, 0    ; Stl
Interim Iraqi Gov't,4, 1,  Cmb, Rep, 3, 2    ; Sup
Soviet Tech 2,      4,-1,  no,  no,  3, 0    ; Tac
Islam,              5, 1,  MT,  nil, 1, 2    ; The
Nuclear Physics,    4, 0,  Tra, Uni, 3, 3    ; ToG
Commerce,           4, 2,  Cur, CoL, 3, 1    ; Tra
University,         5, 1,  nil, nil, 1, 3    ; Uni
S Helicopter Tech,  4,-1,  no,  no,  3, 0    ; War
Western Tech 2,     4,-1,  no,  no,  3, 0    ; Whe
United Nations,     4, 2,  Alp, Dem, 3, 2    ; Wri
Future Technology,  1, 0,  Rob, SFl, 3, 3    ; FT 
Interim Afghan Govt,4, 1,  Bro, Rep, 3, 2    ; U1 
Anti-Terrorist Net, 5, 1,  Inv, Esp, 3, 0    ; U2 
Free I-A Elections, 5, 1,  Sup, U1,  3, 2    ; U3 
Non-CIS,            1, 0,  no,  no,  0, 0    ; X1 
Non-Moderate,       1, 0,  no,  no,  0, 0    ; X2 
Non-Israeli,        1, 0,  no,  no,  0, 0    ; X3 
Non-Volatile,       1, 0,  no,  no,  0, 0    ; X4 
Non-Western,        1, 0,  no,  no,  0, 0    ; X5 
Non-Iraqi,          1, 0,  no,  no,  0, 0    ; X6 
Non-Afghan,         1, 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,
Government Center,        10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Place of Worship,          4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Local Records,             8, 1,    Alp,
Courthouse,                8, 1,    CoL,
City Fortifications,       8, 0,    Mas,
Running Water,             8, 2,    Cst,
Bank,                     12, 3,    Ban,
Grand Place of Worship,   12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Television Network,       10, 4,    Pla,
Factory,                  20, 4,    Las,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    SFl,
Recycling Center,         20, 2,    SFl,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    Pla,
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Improved Roads,           20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Too,
Coastal Fortress,          8, 1,    Sea,
Solar Plant,              32, 4,    SFl,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Sea,
x,                         0, 0,    no, 
x,                         0, 0,    no, 
x,                         0, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    nil,
Islamic Fraternity,       60, 0,    The,
Oil Flow Point,           20, 0,    nil,
x,                         0, 0,    no, 
x,                         0, 0,    no, 
Jewish Zionism,           60, 0,    Rec,
x,                         0, 0,    no, 
Westpoint Academy,        20, 0,    nil,
Military Buildup,         60, 0,    Eng,
x,                         0, 0,    no, 
Mohammed's Mosque,        20, 0,    nil,
Iraqi WMD Drive,          20, 0,    nil,
Adv. Naval Engines,       20, 0,    nil,
Olympic Spirit,           20, 0,    nil,
Allied Morale,            20, 0,    nil,
Islamic Fervor,           60, 0,    The,
US Academic Standard,     20, 0,    nil,
Iraqi Oil Royalties,      20, 0,    nil,
x,                         0, 0,    no, 
x,                         0, 0,    no, 
x,                         0, 0,    no, 
Wartime Security,         20, 0,    nil,
x,                         0, 0,    no, 
Manhattan Project,        20, 0,    nil,
United Nations,           20, 0,    nil,
x,                         0, 0,    no, 
The Internet,             60, 0,    Cmp,
The Last Crusade,         60, 0,    Mys,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Islamic Fraternity
nil,        ; Oil Flow Point
no,         ; x
no,         ; x
nil,        ; Jewish Zionism
no,         ; x
nil,        ; Westpoint Academy
nil,        ; Military Buildup
no,         ; x
nil,        ; Mohammed's Mosque
nil,        ; Iraqi WMD Drive
nil,        ; Adv. Naval Engines
nil,        ; Olympic Spirit
nil,        ; Allied Morale
nil,        ; Islamic Fervor
nil,        ; US Academic Standard
nil,        ; Iraqi Oil Royalties
no,         ; x
no,         ; x
no,         ; x
nil,        ; Wartime Security
no,         ; x
nil,        ; Manhattan Project
nil,        ; United Nations
no,         ; x
nil,        ; The Internet
nil,        ; The Last Crusade


;
;    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
Iraqi Rebels, Ast, 0,  2.,0,  7a,2d,  2h,1f,  5,0,  0, nil, 000001000000010
Engineers,    nil, 0,  3.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
CIS Infantry, X1,  0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
MA Infantry,  X2,  0,  2.,0,  3a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Isrli Infantry,X3,  0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Iran Infantry,X4,  0,  2.,0,  4a,3d,  2h,1f,  4,0,  1, Csc, 000000000000000
VA Infantry,  X4,  0,  2.,0,  4a,3d,  2h,1f,  4,0,  1, Csc, 000000000000000
US Infantry,  X5,  0,  2.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Afghn Infantry,X7,  0,  2.,0,  4a,3d,  2h,1f,  2,0,  1, Csc, 000000000000000
Resistors,    nil, 0,  2.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Brit Infantry,X5,  0,  2.,0,  4a,5d,  2h,1f,  4,0,  1, Csc, 000000000000000
Iraqi Infantry,X6,  0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
UN Volunteers,nil, 0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Gun, 000000000000000
Greek Infantry,X5,  0,  2.,0,  3a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Turk Infantry,X5,  0,  2.,0,  4a,3d,  2h,1f,  4,0,  1, Csc, 000000000000000
M48 Patton,   nil, 0,  5.,0,  8a,4d,  3h,1f,  6,0,  0, Hor, 000000000000000
M60 A1,       nil, 0,  5.,0, 10a,5d,  3h,1f,  8,0,  0, Whe, 000000000000000
M1A1 Abrams,  nil, 0,  5.,0, 14a,7d,  3h,2f, 10,0,  0, PT,  000000000000000
Chieftain Mk V,nil, 0,  5.,0, 10a,5d,  3h,1f,  8,0,  0, Whe, 000000000000000
Centurion,    nil, 0,  5.,0,  9a,4d,  3h,1f,  7,0,  0, Chi, 000000000000000
T-55,         nil, 0,  5.,0,  8a,4d,  3h,1f,  6,0,  0, Ldr, 000000000000000
T-62,         nil, 0,  5.,0,  9a,4d,  3h,1f,  7,0,  0, Tac, 000000000000000
T-72,         nil, 0,  5.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
APC,          nil, 0,  5.,0,  6a,6d,  3h,1f,  5,0,  1, Mat, 000000000000000
US Air Base,  nil, 0,  0.,0,  2a,4d,  2h,2f,  4,0,  1, Met, 010000000000000
Abnd Supplies,nil, 0,  0.,0,  0a,1d,  1h,1f,  4,0,  1, Che, 000000000000000
Howitzer,     nil, 0,  3.,0, 12a,2d,  3h,2f,  7,0,  0, Too, 000000001000000
F-4E Phantom, nil, 1, 14.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
F-15 Eagle,   nil, 1, 16.,1,  9a,5d,  2h,2f, 13,0,  3, AFl, 000000000010001
AH-1 Apache,  nil, 1,  9.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
F-117A Stealth,nil, 1, 16.,1, 11a,7d,  2h,2f, 18,0,  3, Sth, 000000000010001
B-2 Stlth Bmbr,nil, 1, 16.,2, 20a,6d,  3h,2f, 22,0,  0, Sth, 000000000000001
F-16 Falcon,  nil, 1, 16.,1, 10a,6d,  2h,2f, 16,0,  3, Ato, 000000000010001
A-10 Warthog, nil, 1, 15.,2, 14a,5d,  2h,2f, 16,0,  0, Map, 000000000000001
B-52 Strtofort,nil, 1, 16.,6, 22a,7d,  3h,3f, 24,0,  0, Phy, 000000000000001
MiG-21 Fishbed,nil, 1, 14.,1,  4a,3d,  2h,2f,  6,0,  3, E1,  000000000010001
MiG-23 Flogger,nil, 1, 16.,1,  8a,4d,  2h,2f, 12,0,  3, SE,  000000000010001
MiG-29 Fulcrum,nil, 1, 16.,1, 10a,5d,  2h,2f, 15,0,  3, Stl, 000000000010001
Frigate,      nil, 2,  9.,0,  4a,4d,  3h,1f,  5,0,  2, Nav, 000000000000001
Destroyer,    nil, 2,  8.,0,  6a,6d,  3h,2f,  8,0,  2, Mag, 100000000000001
Cruiser,      nil, 2,  8.,0,  8a,8d,  3h,2f, 10,0,  2, Mag, 110000000000001
Submarine,    nil, 2,  5.,0, 10a,2d,  3h,2f,  6,0,  2, Mag, 000000000001001
Carrier,      nil, 2,  8.,0,  1a,9d,  4h,2f, 16,0,  2, Mag, 000000010000001
Mirage III,   nil, 1, 16.,1,  8a,4d,  2h,2f, 12,0,  3, AFl, 000000000010001
Cruise Msl.,  nil, 1, 16.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Tactical Nuke,nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, NF,  001000000000000
Tornado,      nil, 1, 15.,2, 14a,5d,  2h,2f, 16,0,  0, Map, 000000000000001
Secret Agent, nil, 0,  5.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Mi-6 Hip,     nil, 1,  9.,0, 10a,3d,  2h,2f, 10,0,  0, War, 100000000000001
Freight Truck,nil, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Fr Infantry,  Plu, 0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Gun, 000000000000000
US Marines,   nil, 0,  2.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Suicide Bomber,Ast, 0,  2.,0, 12a,1d,  1h,2f,  4,0,  0, nil, 001000000000000
Rep Guard,    nil, 0,  2.,0,  7a,3d,  2h,1f,  5,0,  0, Iro, 000000000000000
Pkstn Infantry,X2,  0,  2.,0,  4a,3d,  2h,1f,  4,0,  1, Csc, 000000000000000
Transport,    nil, 2,  8.,0,  0a,3d,  3h,1f,  5,8,  4, Nav, 000000000000000
Shi'ite Rebels,nil, 0,  2.,0,  7a,2d,  2h,1f,  4,0,  0, Gun, 000001000000010
Kurd/NA Rebels,nil, 0,  2.,0,  6a,3d,  2h,1f,  4,0,  0, Gun, 000001000000010
ANZUS Infantry,nil, 0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Gun, 000000000000000
Abnd Supplies,nil, 0,  0.,0,  0a,1d,  1h,1f,  4,0,  1, Plu, 000000000000000
Span Infantry,Che, 0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Gun, 000000000000000
PLO Insurgents,nil, 0,  2.,0,  6a,2d,  2h,1f,  4,0,  0, Gen, 000001000000010

;
; 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,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Palm 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
Indus Valley,1,2,  3,1,1,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Rub al Khali,2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Nile Valley,1,2,  3,1,1,   yes, 1, 5, 1,   no,  0, 0,  0,  Drt,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Antelope,   1,2,  2,2,0,
Grassland,  1,2,  2,1,0,
Tropical Birds,2,3,  3,2,2,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Wheat,      1,2,  5,1,1,
Oil,        2,2,  0,4,0,
Peat,       2,3,  1,4,0,
Wheat,      1,2,  5,1,1,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Lumber,     2,3,  1,5,0,
Rare Earths,2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Excavation, 1,2,  3,1,4,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Excavation, 1,2,  3,1,4,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Strongman,   Strongwoman
Monarchy,       King,        Queen
Dictatorship,   President,   President
Fundamentalism, Mullah,      Wise Woman
Republic,       President,   President
Democracy,      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
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian, -1, -1,  0,
Frederick,    Maria Theresa,       0, 3, 2, Germans,     German,      1,  1,  0,     4, Archbishop, Archbishop, 6, Prime Minister, Prime Minister
Ramesses,     Cleopatra,           1, 4, 1, Egyptians,   Egyptian,    0,  0, -1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,    0,  1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 3, Indians,     Indian,      0, -1, -1,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,    -1, -1,  0,     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, 0, English,     English,     1,  1, -1,     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,
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













