;
;   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
15      ; 1 in x chance Trireme lost (mod. by Navigation)
3       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
16      ; Riot factor based on # cities (higher factor lessens the effect)
4       ; Town Hall needed to exceed this size
6       ; Drainage System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
8       ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
30      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
7       ; 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
Epic Poetry,        4, 2,  Wri, Tra, 3, 2    ; AFl
Writing,            5, 1,  ToG, Aut, 0, 3    ; Alp
Light Cavalry,      3,-2,  Ast, nil, 3, 0    ; Amp
Horse Training,     4, 1,  nil, nil, 0, 4    ; Ast
Higher Learning,    4,-1,  The, nil, 2, 3    ; Ato
Colinization,       6,-1,  Ref, Eng, 0, 2    ; Aut
Artisians,          4, 1,  Tra, Alp, 1, 1    ; Ban
Bridge Building,    4, 0,  Aut, Eng, 0, 4    ; Bri
Drama,              6,-1,  AFl, Met, 0, 2    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Advanced Diplomacy, 5,-1,  MT,  Csc, 1, 3    ; Che
Coastal Garrison,   4,-2,  Mag, Mon, 1, 0    ; Chi
Seat of Power,      4, 1,  Dem, Min, 3, 2    ; CoL
Siege Weapons,      5,-1,  Stl, Uni, 0, 0    ; CA 
Temples,            5,-1,  Mys, Mon, 0, 2    ; Cmb
Tyranny,            5, 0,  Gue, nil, 2, 2    ; Cmn
Alliance,           4, 1,  Rep, nil, 3, 0    ; Cmp
Merchant Traders,   5,-1,  Eco, NP,  2, 1    ; Csc
Constuction- forts, 4, 0,  no,  no,  0, 4    ; Cst
Coinage,            4, 0,  Ban, Wri, 0, 1    ; Cor
Barter,             4, 1,  nil, nil, 0, 1    ; Cur
League of States,   5, 1,  Cmp, E1,  2, 2    ; Dem
Cash Crops,         4, 1,  Cor, MP,  2, 1    ; Eco
Trade Empire,       4, 0,  Csc, Mat, 3, 1    ; E1 
Architecture,       4, 1,  Met, Eng, 3, 4    ; E2 
Mining,             4, 0,  nil, nil, 0, 4    ; Eng
Slave Trade,        4, 1,  Ind, nil, 1, 2    ; Env
Un-Ionian,          2,-1,  no,  no,  3, 2    ; Esp
Agriculture,        5, 0,  Pot, Tra, 0, 4    ; Exp
City Walls,         0, 8,  nil, no,  0, 0    ; Feu
Health Awareness,   4,-1,  E2,  Med, 2, 2    ; Fli
Autocracy,          3,-2,  nil, no,  2, 2    ; Fun
Not Used,           3, 0,  no,  no,  3, 3    ; FP 
Events,             3, 2,  no,  no,  0, 0    ; Gen
Popular Support,    4, 1,  Che, AFl, 3, 2    ; Gue
Tactical Planning,  8,-2,  Ldr, Cmn, 1, 0    ; Gun
Skirmisher Tactics, 5,-1,  Gun, Mat, 0, 0    ; Hor
Trade Industry,     6, 0,  Too, Ban, 3, 1    ; Ind
Philosophy School,  6, 0,  Ato, nil, 2, 3    ; Inv
Cavalry,            5,-1,  Amp, Whe, 3, 0    ; Iro
Kingdom,            4,-1,  nil, nil, 0, 2    ; Lab
Greek Culture,      4, 0,  no,  no,  3, 2    ; Las
Eight Rank Tactics, 5,-1,  Whe, PT,  1, 0    ; Ldr
Code of Laws,       5, 2,  Lab, Wri, 0, 2    ; Lit
Industry,           4,-2,  Pla, no,  1, 4    ; Too
Trireme,            7,-1,  Nav, nil, 3, 0    ; Mag
Map Making,         4,-1,  Rec, Alp, 1, 4    ; Map
Phoenician Culture, 4, 1,  nil, no,  3, 2    ; Mas
Water Access,       5, 0,  Exp, Pla, 3, 4    ; MP 
Mathematics,        4,-1,  X2,  Ato, 0, 3    ; Mat
Medicine,           4, 0,  Bro, The, 3, 3    ; Med
Pantheon,           5,-1,  Cmb, MT,  1, 2    ; Met
Sea Trade,          4, 1,  Whe, Env, 3, 1    ; Min
Not Used,           8,-1,  no,  no,  3, 0    ; Mob
Oligarchy,          8, 0,  Lit, MP,  0, 2    ; Mon
Representation,     5, 1,  Mon, Eco, 1, 2    ; MT 
Organized Religion, 4, 0,  Cer, Lit, 0, 2    ; Mys
Navigation,         6,-1,  NP,  Mon, 1, 3    ; Nav
Not Used,           6,-2,  no,  no,  3, 3    ; NF 
Astronomy,          3, 0,  Roc, nil, 3, 3    ; NP 
Philosophy,         6, 0,  Met, Bro, 1, 2    ; Phi
Roads,              4,-1,  nil, nil, 1, 4    ; Phy
Metal Working,      4, 1,  nil, nil, 0, 4    ; Pla
Etrurian Culture,   4, 0,  no,  no,  3, 2    ; Plu
Hoplite Phalanx,    7, 0,  War, Ban, 0, 0    ; PT 
Food Surplus,       4, 1,  Ref, Phy, 0, 1    ; Pot
Not Used,           5,-1,  no,  no,  3, 4    ; Rad
Not Used,           6, 0,  no,  no,  2, 1    ; RR 
Sail,               2, 1,  nil, nil, 0, 4    ; Rec
Irrigation,         4, 0,  nil, nil, 0, 4    ; Ref
Crop Rotation,      3, 1,  Bri, Eco, 0, 4    ; Rfg
Democracy,          5, 1,  Cmn, Phi, 2, 2    ; Rep
Quinquiremes,       3,-2,  Chi, CoL, 3, 0    ; Rob
State Admiral,      4,-2,  Sea, Lit, 2, 0    ; Roc
Grain Trade,        4, 2,  Ind, Mon, 0, 4    ; San
Seafaring,          4, 1,  Map, Tra, 0, 4    ; Sea
Not Used,           4, 1,  no,  no,  3, 3    ; SFl
Un-Laconian,        3,-2,  no,  no,  3, 2    ; Sth
Un-Aeolian,         4,-1,  no,  no,  3, 2    ; SE 
Engineering,        4,-1,  Mat, Tac, 2, 4    ; Stl
Minor Kingdoms,     4, 1,  no,  no,  3, 2    ; Sup
Combined Arms,      6,-1,  Hor, CoL, 3, 0    ; Tac
Ethics,             3, 2,  Phi, Gue, 2, 3    ; The
Alphabet,           4, 0,  nil, nil, 1, 3    ; ToG
Trade,              4, 1,  Cur, nil, 0, 1    ; Tra
Great Philosophers, 5, 1,  Inv, nil, 3, 3    ; Uni
Leadership,         4,-1,  nil, nil, 0, 0    ; War
War Production,     4,-1,  MP,  Gue, 2, 2    ; Whe
Literacy,           4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  CA,  Hor, 3, 3    ; FT 
Un-Dorian,          3, 0,  no,  no,  3, 2    ; U1 
Un-Kingdom,         3, 0,  no,  no,  3, 2    ; U2 
Un-Phoenician,      3, 0,  no,  no,  3, 2    ; U3 
Un-Etrurian,        3, 0,  no,  no,  3, 2    ; X1 
Siege Tactics,      5, 0,  War, Bri, 0, 0    ; X2 
Tyre Falls,         3, 0,  no,  no,  2, 2    ; X3 
Extra Advance 4,    5, 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,
Palace,                    8, 0,    Lab,
Training Grounds,          4, 8,    nil,
Grain Market,              3, 2,    Pot,
Shrine,                    2, 1,    Cer,
MarketPlace,               3, 0,    Cur,
School,                    2, 2,    ToG,
City Palace,               4, 2,    Lit,
City Walls,                7, 3,    Feu,
Aqueduct,                  4, 2,    MP, 
Foreign Market,            6, 3,    Ban,
Government Forum,          6, 3,    MT, 
Library,                   6, 3,    Wri,
Public Baths,              8, 2,    Fli,
Temple,                    5, 4,    Cmb,
Workshops,                10, 4,    Too,
Trade Production,         15, 6,    Ind,
Not Used,                 20, 4,    no, 
Not Used,                 20, 2,    no, 
War Production,            8, 4,    Whe,
Not Used,                 24, 4,    no, 
Not Used,                 16, 2,    no, 
State Treasure,            8, 4,    Eco,
Grain Storage,             6, 2,    San,
Crop Rotation,             4, 3,    Rfg,
Theater,                  10, 5,    Bro,
Rhetoric Forum,            8, 3,    Ato,
Not Used,                 10, 2,    no, 
Coastal Garrison,          4, 1,    Chi,
Not Used,                 32, 4,    no, 
Fishing Fleet,             3, 1,    Rec,
Sea Imports,               8, 3,    Min,
Not Used,                 16, 3,    no, 
Common Citizen Army,       3, 2,    Dem,
Port Facility,             4, 3,    Roc,
Not Used,                  8, 0,    no, 
Not Used,                 16, 0,    no, 
Not Used,                 32, 0,    no, 
Tribute,                  60, 0,    Cor,
Black Sea Colonies,       50, 0,    Aut,
Permanent Structures,     40, 0,    E2, 
Corinthian Pottery,       50, 0,    Cur,
Phoenician Seafaring,     40, 0,    Rec,
Mutual Defense League,    40, 0,    The,
Etrurian Religion,        40, 0,    Cer,
Not Used,                 30, 0,    no, 
Not Used,                 30, 0,    no, 
Spartan Helots,           40, 0,    Lab,
League of Cooperation,    30, 0,    Che,
League of Independance,   50, 0,    MT, 
Palatino Hill,            40, 0,    Lit,
Improved Navigation,      35, 0,    Rob,
Olympian Games,           30, 0,    War,
Not Used,                 40, 0,    no, 
Hippocrates,              40, 0,    Med,
Pythagoras Brotherhood,   30, 0,    Mat,
Trade Empire,             50, 0,    E1, 
Epic Adventure,           35, 0,    AFl,
Parthenon,                40, 0,    Gue,
Oracle of Delphi,         40, 0,    Cer,
League of Twelve,         50, 0,    Lab,
Seat of Power,            60, 0,    CoL,
Not Used,                 60, 0,    no, 
Phoenician Empire,        60, 0,    Aut,
Not Used,                 60, 0,    no, 
Great Philosophers,       50, 0,    Uni,
Slave Trade,              45, 0,    Env,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Black Sea Colonies
nil,        ; Permanent Structures
nil,        ; Corinthian Pottery
nil,        ; Phoenician Seafaring
Uni,        ; Mutual Defense League
nil,        ; Etrurian Religion
no,         ; Not Used
no,         ; Not Used
nil,        ; Spartan Helots
nil,        ; League of Cooperation
nil,        ; League of Independance
nil,        ; Palatino Hill
nil,        ; Improved Navigation
nil,        ; Olympian Games
no,         ; Not Used
nil,        ; Hippocrates
nil,        ; Pythagoras Brotherhood
nil,        ; Trade Empire
nil,        ; Epic Adventure
nil,        ; Parthenon
nil,        ; Oracle of Delphi
nil,        ; League of Twelve
nil,        ; Seat of Power
no,         ; Not Used
X3,         ; Phoenician Empire
no,         ; Not Used
nil,        ; Great Philosophers
nil,        ; Slave Trade


;
;    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,     nil, 0,  8.,0, 10a,10d, 2h,1f,  4,0,  5, Aut, 000000000000000
Slaves,       nil, 0,  8.,0,  0a,10d, 1h,1f,  5,0,  5, Exp, 000000000000000
Twelve Rank,  Esp, 0,  9.,0, 35a,35d,11h,4f, 16,0,  0, Hor, 000000000000111
Twelve Rank,  Sth, 0,  9.,0, 35a,35d,10h,4f, 16,0,  0, Hor, 000000000000110
Early Hoplite,nil, 0,  9.,0, 25a,25d, 8h,1f,  8,0,  1, Las, 000000000000110
Raiders,      nil, 0, 15.,0, 40a,20d, 3h,3f,  8,0,  0, Gen, 000000000000011
Eight Rank,   U1,  0,  9.,0, 30a,30d, 9h,2f, 12,0,  0, Ldr, 000000000000110
Sword,        nil, 0, 11.,0, 35a,5d,  7h,3f,  9,0,  0, Gen, 000000000000110
Eight Rank,   Sth, 0,  9.,0, 30a,30d, 9h,3f, 13,0,  0, Ldr, 000000000000110
Militia,      nil, 0,  8.,0, 15a,20d, 3h,1f,  3,0,  1, Gue, 000000000000010
Argos Hoplite,nil, 0,  9.,0, 28a,28d, 8h,2f, 10,0,  0, Gen, 000000000000110
Winged Phalanx,U1,  0,  9.,0, 45a,45d,10h,4f, 17,0,  0, Tac, 000000000000111
Phalanx,      U1,  0,  9.,0, 25a,25d, 8h,2f, 10,0,  1, PT,  000000000000110
Winged Phalanx,SE,  0,  9.,0, 45a,45d, 8h,5f, 15,0,  0, Tac, 000000000000111
Twelve Rank,  SE,  0,  9.,0, 35a,35d, 8h,3f, 12,0,  0, Hor, 000000000000110
Greek Allies, nil, 0,  9.,0, 30a,25d, 3h,2f,  4,0,  0, Whe, 000000000000110
Polis Hoplite,nil, 0,  9.,0, 30a,30d, 7h,2f,  9,0,  0, Gen, 000000000000110
Moesian,      nil, 0, 12.,0, 35a,25d, 5h,2f,  6,0,  0, Gen, 000000000000110
Phalanx,      SE,  0,  9.,0, 25a,25d, 6h,2f,  8,0,  0, PT,  000000000000110
Thrace Peltast,no,  0, 13.,0, 30a,5d,  5h,3f,  5,0,  0, Gen, 000000000000011
Light Cav,    nil, 0, 15.,0, 30a,15d, 1h,2f,  3,0,  0, Amp, 000000000000011
Cavalry,      nil, 0, 14.,0, 30a,20d, 1h,3f,  3,0,  0, Iro, 000000000000011
Per Cavalry,  nil, 0, 14.,0, 40a,25d, 5h,3f, 10,0,  0, Gen, 000000000000011
Gastraphetes, nil, 0,  8.,0, 35a,12d, 2h,3f,  3,0,  0, CA,  000000001000110
Ram,          CA,  0,  8.,0, 25a,11d, 2h,2f,  3,0,  0, X2,  000000001000010
Siege Tower,  nil, 0,  8.,0, 30a,14d, 3h,3f,  5,0,  0, Gun, 000000001000010
Cavalry,      U3,  0, 15.,0, 35a,20d, 2h,3f,  5,0,  0, Iro, 000000000000011
Mercenaries,  U3,  0, 10.,1, 45a,45d, 8h,4f, 13,0,  0, Tac, 000000000000110
Winged Phalanx,Esp, 0,  9.,2, 45a,45d,12h,4f, 19,0,  0, Tac, 000000000000111
Citizen Levies,U2,  0, 10.,0, 15a,25d, 8h,1f,  9,0,  0, Sup, 000000000000110
Eight Rank,   Esp, 0,  9.,1, 30a,30d,10h,2f, 14,0,  0, Ldr, 000000000000110
Eight Rank,   SE,  0,  9.,2, 30a,30d, 8h,2f, 11,0,  0, Ldr, 000000000000110
Penteconter,  nil, 2, 20.,0, 15a,15d, 4h,1f, 15,1,  2, Rec, 000000000100000
Bireme,       nil, 2, 24.,0, 20a,20d, 8h,2f, 20,1,  2, Sea, 000000000100000
Twelve Rank,  U1,  0,  9.,0, 35a,35d,10h,3f, 15,4,  0, Hor, 000000000000110
Trireme,      nil, 2, 32.,0, 25a,25d,12h,3f, 30,3,  2, Mag, 000000001000001
Foot,         X1,  0, 10.,0, 25a,21d, 8h,2f, 10,0,  0, Ban, 000000000000110
Citizen Levies,U3,  0, 11.,0, 25a,25d, 7h,1f,  9,0,  0, Mas, 000000000000110
Celtic Sword, nil, 0, 12.,0, 40a,25d,12h,3f, 16,0,  0, Gen, 000000000001111
Sacred Band,  U3,  0,  9.,0, 45a,45d, 5h,4f,  9,0,  1, Stl, 000000000000110
Citizen Levies,X4,  0, 11.,0, 15a,25d, 8h,1f,  8,0,  1, Plu, 000000000000110
Armoured Foot,X1,  0, 10.,0, 30a,30d, 8h,2f, 11,0,  0, Ldr, 000000000000110
Iberians,     U3,  0, 12.,0, 35a,30d, 7h,3f, 12,0,  0, Gun, 000000000000110
Twelve Rank,  X1,  0,  9.,0, 35a,35d,10h,3f, 16,8,  0, Hor, 000000000000110
Phalanx,      Esp, 0,  9.,1, 25a,25d, 9h,2f, 11,0,  0, PT,  000000000000110
Winged Phalanx,Sth, 0,  9.,1, 45a,45d,10h,4f, 18,0,  0, Tac, 000000000000111
Celts,        nil, 0, 12.,0, 20a,30d, 8h,1f,  8,0,  0, Gen, 000000000000010
Samnite,      nil, 0, 12.,0, 25a,25d, 6h,2f,  7,0,  0, Gen, 000000000000111
Phalanx,      Sth, 0,  9.,0, 25a,25d, 8h,3f, 11,0,  1, PT,  000000000000110
Merchants,    nil, 0, 12.,0,  0a,10d, 1h,1f,  5,0,  7, Csc, 000000000000010
Phalanx Legion,nil, 0, 11.,0, 40a,35d,12h,3f, 15,0,  0, Gen, 000000000000110
Immortals,    nil, 0, 12.,0, 40a,35d,10h,3f, 10,0,  0, Gen, 000000000000110
Pezetairoi,   nil, 0, 11.,0, 55a,60d,12h,6f, 14,1,  0, Gen, 000000000000110
diplomat,     nil, 0, 15.,4,  0a,0d,  0h,0f,  5,0,  6, Che, 000000000000010
Dacian,       nil, 0, 12.,0, 20a,30d, 7h,1f,  7,0,  1, Gen, 000000000000010
Libyan Light, U3,  0, 12.,0, 25a,25d, 8h,2f,  9,0,  1, Gue, 000000000000110
Hypaspist,    nil, 0, 12.,0, 65a,55d,12h,6f, 15,0,  0, Gen, 000000000000110
Messenians,   nil, 0, 10.,0, 15a,20d, 5h,1f,  6,0,  1, Gen, 000000000000010
Hetaeri,      nil, 0, 15.,0, 75a,55d, 2h,7f,  5,0,  5, Gen, 000000000000011
Per Foot,     nil, 0, 11.,0, 35a,25d,12h,3f, 12,0,  0, Gen, 000000000000110
Trade Goods,  Csc, 0, 10.,0,  0a,5d,  1h,1f,  3,0,  7, Tra, 000000000000010
Numidians,    nil, 0, 12.,0, 30a,25d,11h,2f,  9,0,  0, Gen, 000000000000111

;
; 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
Terraces,   2,2,  2,1,0,   yes, 1, 5, 2,   yes, 1, 5,  2,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 2,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  For,   ; Grs
Forest,     2,2,  1,2,1,   no,  0, 5, 5,   no,  0, 5,  0,  Pln,   ; For
Hills,      2,2,  1,0,0,   yes, 1,10, 2,   yes, 1,10,  1,  Drt,   ; Hil
Mountain,   3,2,  0,1,0,   no,  1,10, 0,   yes, 3,10,  6,  no,    ; Mou
Light Woods,1,2,  2,1,1,   no,  1, 5, 1,   yes, 1, 5,  2,  Grs,   ; Tun
Copper,     3,2,  0,2,3,   no,  0, 0, 0,   yes, 3,10,  2,  no,    ; Gla
Marshland,  3,2,  2,0,0,   Grs, 0,15, 5,   For, 0,15,  5,  Pln,   ; Swa
Silver,     3,2,  0,1,4,   no,  0,15, 6,   yes, 3,15,  2,  no,    ; Jun
Ocean,      1,2,  2,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Olives,     2,2,  2,1,3,
Sheep,      2,2,  3,2,1,
Grassland,  1,2,  2,1,0,
Game,       2,2,  3,2,1,
Goats,      2,2,  2,1,1,
Gold,       3,2,  0,3,6,
Bear,       1,2,  2,2,2,
Tin,        3,2,  0,3,3,
Peat,       3,2,  2,2,1,
Silver Vein,3,2,  0,3,6,
Fish,       1,2,  3,0,2,
Sacred Place,2,2,  2,2,6,
Wheat,      1,2,  4,1,1,
Grassland,  1,2,  2,1,0,
Hardwood,   2,2,  1,3,2,
Wine,       2,2,  2,1,4,
Iron,       3,2,  0,5,4,
Pigs,       1,2,  3,1,1,
Iron,       3,2,  0,5,3,
Water Fowl, 3,2,  3,0,0,
Volcano,    5,2,  0,0,2,
Game Fish,  1,2,  3,2,3,





@GOVERNMENTS
Regent,         Regent,      Ms.
Kingdom,        Empire`s,    Empress
Oligarchy,      Empire`s,    Queen
Tyranny,        Empire`s,    Comrade
Autocracy,      Polis,       High Priestess
Democracy,      Empire`s,    Consul
League,         Leagues,     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
Tarquin,      Livia,               0, 1, 1, Etruscan,    Etrurian,   -1,  0,  1,      2, Imperator, Imperatrix
Pygmalion,    Ishtari,             0, 2, 3, Phoenician,  Carthaginian,-1,  1,  1,
Pelopidas,    Maria Theresa,       0, 3, 2, Tribal Greek,Thebans,     0,  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
Kleomenes,    Hippolyta,           1, 6, 0, Laconian,    Spartan,     1, -1, -1,
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
Bardylis,     Bortei,              0, 7, 2, Kingdoms,    Kingdoms,    1, -1,  0,
Cunobelin,    Boadicea,            1, 1, 3, Kingdoms,    Kingdoms,    1, -1,  0,
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
Solon,        Isabella,            1, 4, 2, Ionian,      Athenian,    0,  1,  1,
Periandros,   Scheherezade,        0, 5, 2, Other Greeks,Corinthians, 1,  0, -1,
Hannibal,     Dido,                0, 6, 0, Carthaginians,Carthaginian, 0,  1,  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
Iron,
Timber,
Beads,
Cloth,
Salt,
Pottery,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Copper,
Gold,
Glass,
PurpleDye,


@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













