;
;   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
4       ; 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)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
30      ; 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
50      ; Tech paradigm (higher # slows research)
20      ; 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
10      ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
66      ; Percent shield penalty for production type change
6       ; 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
Army Air Service,	1, 0,  Ato, MP,  1, 4    ; AFl
Not used,		0, 0,  no,  no,  3, 4    ; Alp
Military Draft,		1, 0,  Fli, nil, 2, 4    ; Amp
Cavalry Troops,		1, 0,  Amp, MP,  2, 4    ; Ast
MG Deployment,		6,-2,  Amp, MP,  2, 3    ; Ato
War of Secession,	0, 0,  no,  no,  1, 1    ; Aut
National Economics,	1, 0,  Fli, nil, 3, 3    ; Ban
Civil Engineering,	1, 0,  Fli, nil, 1, 0    ; Bri
Artillery Deployment,	6,-2,  Amp, MP,  2, 1    ; Bro
War Patriotism,		6,-2,  Fli, nil, 3, 4    ; Cer
Sarajevo Incident,	0, 0,  Fli, nil, 2, 4    ; Che
Trench Warfare I,	6,-2,  Che, Amp, 2, 3    ; Chi
Chemical Industries,	1, 0,  Fli, nil, 1, 0    ; CoL
Stormtrooper Training,	8,-2,  Csc, Lab, 0, 1    ; CA
Steel Industries,	1, 0,  Fli, nil, 1, 0    ; Cmb
Not used,		0, 0,  no,  no,  3, 4    ; Cmn
War Services,		4,-1,  Che, Cer, 2, 4    ; Cmp
Infiltration Tactics,	8,-2,  Inv, Eng, 0, 1    ; Csc
Not used,		0, 0,  no,  no,  3, 4    ; Cst
War Industries,		6,-2,  Cmp, nil, 1, 0    ; Cor
Trench War Analysis,	6,-2,  Chi, nil, 2, 3    ; Cur
Not used,		0, 0,  no,  no,  3, 4    ; Dem
Steel Helmet,		6,-1,  Cor, Cur, 2, 4    ; Eco
Trench Warfare II,	8,-2,  Eco, Uni, 2, 3    ; E1
Second Mexican War,	0, 0,  no,  no,  1, 2    ; E2
Mobile Warfare Theory,	8,-2,  E1,  Iro, 3, 1    ; Eng
Italian Neutrality,	0, 0,  no,  no,  1, 3    ; Env
Armoured Warfare Theory,8,-2,  Eco, Gen, 3, 1    ; Esp
Not used,		0, 0,  no,  no,  3, 4    ; Exp
United States,		0, 0,  Fli, nil, 1, 2    ; Feu
The 20th Century,	0, 0,  no,  no,  3, 4    ; Fli
Not used,		0, 0,  no,  no,  3, 4    ; Fun
Not used,		0, 0,  no,  no,  3, 4    ; FP
Western Powers,		0, 0,  Fli, nil, 2, 4    ; Gen
Not used,		0, 0,  no,  no,  3, 4    ; Gue
Not used,		0, 0,  no,  no,  3, 4    ; Gun
Dreadnought Doctrine,	6,-2,  Mag, nil, 2, 0    ; Hor
Russian Empire,		0, 0,  no,  no,  0, 2    ; Ind
Central Powers,		0, 0,  no,  no,  0, 1    ; Inv
Total War Effort,	8,-1,  Lab, nil, 2, 4    ; Iro
Increased Wages,	6, 1,  Cor, nil, 3, 2    ; Lab
Armoured Warfare,	8,-2,  Esp, nil, 3, 1    ; Las
Tank Deployment,	8,-2,  Las, U1,  3, 1    ; Ldr
Higher Education,	1, 0,  Alp, nil, 3, 2    ; Lit
Barrel Deployment,	8,-2,  Las, Feu, 3, 1    ; Too
Military Navy II,	7,-2,  Nav, nil, 2, 0    ; Mag
Maritime Navigation,	0, 0,  Fli, nil, 2, 2    ; Map
Military Navy IV,	8,-2,  Mat, nil, 2, 4    ; Mas
Mass Production,	1, 0,  Fli, nil, 1, 0    ; MP
Military Navy III,	8,-2,  Hor, nil, 2, 0    ; Mat
Sanitation,		4, 1,  Bri, nil, 3, 2    ; Med
Not used,		0, 0,  no,  no,  3, 0    ; Met
Naval Fortifications,	4, 1,  Nav, nil, 2, 0    ; Min
Not used,		0, 0,  no,  no,  4, 4    ; Mob
Sultanate,		0, 0,  Fli, nil, 0, 4    ; Mon
War Propaganda,		6,-1,  Cer, nil, 3, 4    ; MT
Orthodox Church,	1, 0,  no,  no,  0, 2    ; Mys
Military Navy I,	6,-2,  Sea, MP,  2, 0    ; Nav
Not used,		0, 0,  no,  no,  3, 4    ; NF
Not used,		0, 0,  no,  no,  3, 4    ; NP
Not used,		0, 0,  no,  no,  3, 4    ; Phi
Colonial Mobilisation,	6,-2,  Gen, nil, 2, 4    ; Phy
Russia under Attack,	0, 0,  no,  no,  0, 2    ; Pla
Australian Mobilisation,6,-1,  Gen, U1,  0, 3    ; Plu
Submarine Warfare,	8, 1,  Mat, nil, 2, 0    ; PT
Not used,		0, 0,  no,  no,  3, 4    ; Pot
Not used,		0, 0,  no,  no,  3, 4    ; Rad
Not used,		0, 0,  no,  no,  3, 4    ; RR
Fighter Deployment II,	8,-2,  Ref, nil, 1, 4    ; Rec
Engine Improvements,	8,-2,  Sth, Iro, 1, 4    ; Ref
Cotton Industries,	0, 0,  no,  no,  1, 1    ; Rfg
Not used,		0, 0,  no,  no,  3, 4    ; Rep
Not Anglo-American,	0, 0,  no,  no,  3, 4    ; Rob
Interrupter Gear,	6,-2,  AFl, Cur, 1, 4    ; Roc
Not used,		0, 0,  no,  no,  3, 4    ; San
Naval Industries,	4, 1,  Map, Cmb, 1, 0    ; Sea
Not used,		0, 0,  no,  no,  3, 4    ; SFl
Fighter Deployment I,	8,-2,  Roc, nil, 1, 4    ; Sth
Not used,		0, 0,  no,  no,  4, 4    ; SE
Not used,		0, 0,  no,  no,  3, 4    ; Stl
Negroe Conscription,	8,-2,  ToG, E1,  1, 1    ; Sup
London Treaty,		4, 1,  nil, Env, 1, 3    ; Tac
Not used,		0, 0,  no,  no,  3, 4    ; The
Confederate Exhaustion,	0, 0,  no,  no,  1, 1    ; ToG
International Trade,	6, 1,  Ban, nil, 3, 3    ; Tra
Military Academics,	6, 1,  E1,  Lit, 2, 4    ; Uni
Light Tank Deployment,	8,-2,  Whe, nil, 3, 1    ; War
Turret Design,		8,-2,  Ldr, Uni, 3, 1    ; Whe
Basic Education,	1, 0,  Fli, nil, 3, 2    ; Wri
New War Plan,		0, 0,  nil, nil, 2, 4    ; ...
Entente cordiale,	1, 0,  no,  no,  0, 3    ; U1
Anti-German Alliance,	1, 0,  no,  no,  0, 3    ; U2
Anti-Quadruple Entente,	1, 0,  no,  no,  0, 1    ; U3
Russian Embassy,	1, 0,  no,  no,  0, 2    ; X1
Italian Embassy,	1, 0,  no,  no,  1, 3    ; X2
German Embassy,		1, 0,  no,  no,  0, 1    ; X3
Confederate Embassy,	1, 0,  no,  no,  1, 1    ; X4
Yankee Embassy,		1, 0,  no,  no,  1, 2    ; X5
Entente Embassy,	1, 0,  no,  no,  0, 3    ; X6
Ottoman Embassy,	1, 0,  no,  no,  0, 4    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,		 1, 0,  nil,
Seat of Government,	10, 0,	nil,
Not used,		 4, 1,  no,
Supply Depots,		 6, 1,  Amp,
City Garrison,		 4, 1,	Cer,
Local Industries,	 8, 1,	Ban,
State Schools,		 8, 1,	Wri,
Regional Administration, 8, 1,  Bri,
City Defences,		 2, 0,	nil,
Provincial Government,	 8, 2,	Bri,
Stock Exchange,		12, 2,	Tra,
Newsreel Theatres,	12, 2,	MT,
University Campus,	16, 3,	Lit,
Increased Wages,	16, 4,	Lab,
War News,		10, 4,	Chi,
Industrial Estates,	20, 2,	Cmb,
War Production,		32, 4,	Cor,
Not used,		20, 4,	no,
Not used,		20, 2,	no,
Aeroplane Factories,	16, 4,	Ref,
Tank Factories,		24, 4,	Las,
Not used,		16, 2,	no,
War Taxation,		16, 2,	Cor,
Suburban Expansion,	12, 2,	Med,
Cotton Industries,	 8, 1,	Rfg,
Industrial Mobilisation,20, 3,	Iro,
Military Academy,	16, 2,	Uni,
Not used,		10, 2,	no,
Coastal Defences,	 8, 1,	Min,
Not used,		32, 4,	no,
Naval Port,		 6, 1,	Map,
Shipyards,		16, 2,	Sea,
Not used,		16, 3,	no,
Not used,		 6, 2,	no,
Not used,		 8, 3,	no,
Not used,		 8, 3,	no,
Not used,		 8, 3,	no,
Not used,		 8, 3,	no,
War Bonds,		60, 0, 	Cor,
Not used,		60, 0,  no,
Barrel Works,		60, 0,	Too,
Bosphorus Straits,	60, 0,	Tra,
Not used,		60, 9,	no,
Not used,		60, 0,	no,
Orthodox Church,	60, 0,	Mys,
Njevskyi Prospekt,	60, 0,	Ind,
Not used,		60, 0,	no,
Krupp Steel Works,	60, 0,	Inv,
General Staff,		60, 0,	Ast,
War Propaganda,		60, 0,	MT,
*Barrel Works,		60, 0,	no,
Not used,		60, 0,	no,
Dominion of Canada,	60, 9,	nil,
Not used,		60, 0,	no,
Not used,		60, 0,	no,
General Staff Academy,	60, 0,	Uni,
Suez Canal,		60, 9,	nil,
Kaiser Wilhelm Canal,	60, 0,	Inv,
Rememberance Monument,	60, 0,	E2,
The Gray House,		60, 0,	Aut,
War Censorship,		60, 0,	Rep,
Total War Effort,	60, 0,	Iro,
Not used,		60, 0,	no,
Not used,		60, 0,	no,
Schlieffen Plan,	60, 0,	nil,
Not used,		60, 0,	no,
Islamic Legacy,		60, 0,	nil,

;
; 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
nil,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; 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
Engineers,		nil, 0,  2.,0,  0a,1d,  2h,1f,  3,0,  5, nil, 000000000000000
Spotter Plane,		nil, 1,  5.,1,  0a,1d,  2h,2f, 10,0,  3, AFl, 000000000000001
French Army ('14),	X6,  0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, Amp, 000000001000000
French Army ('16),	X6,  0,  2.,0,  6a,4d,  3h,3f,  6,0,  0, E1,  000000001000000
British Army ('14),	X6,  0,  2.,0,  5a,4d,  3h,3f,  5,0,  0, Amp, 000000001000000
British Army ('16),	X6,  0,  2.,0,  6a,4d,  3h,3f,  7,0,  0, E1,  000000001000000
German Army ('14),	X3,  0,  2.,0,  6a,3d,  3h,3f,  5,0,  0, Amp, 000000001000000
Submarine,		nil, 2,  8.,0,  5a,1d,  3h,2f, 10,0,  2, PT,  000000000001000
Supply Freighter,	nil, 2,  8.,0,  0a,1d,  1h,1f, 24,0,  7, no,  000000000000000
Bolsheviks,		nil, 0,  2.,0,  6a,3d,  3h,3f,  4,0,  0, no,  000000001000010
German Army ('16),	X3,  0,  2.,0,  6a,4d,  3h,3f,  6,0,  0, E1,  000000001000000
German Army ('18),	X3,  0,  2.,0,  8a,3d,  3h,3f,  8,0,  0, CA,  000000001000000
Russian Army ('14),	X1,  0,  2.,0,  5a,3d,  3h,3f,  2,0,  0, Amp, 000000001000000
Russian Army ('16),	X1,  0,  2.,0,  6a,3d,  3h,3f,  4,0,  0, E1,  000000001000000
Austrian Army ('14),	X3,  0,  2.,0,  5a,3d,  3h,3f,  3,0,  0, Amp, 000000001000000
German Cavalry,		X3,  0,  3.,0,  4a,2d,  3h,2f,  6,0,  0, Ast, 000000001000010
Russian Cavalry,	nil, 0,  3.,0,  5a,2d,  3h,2f,  4,0,  0, Ind, 000000001000010
Mark.IV Tank Battalion,	nil, 0,  1.,0,  9a,4d,  3h,3f, 18,0,  0, Ldr, 000000000000010
Light Horse,		Rob, 0,  3.,0,  5a,2d,  3h,2f,  6,0,  0, Ast, 000000001000010
Ottoman Cavalry,	nil, 0,  3.,0,  5a,2d,  3h,2f,  6,0,  0, Mon, 000000001000010
Yankee Cavalry,		X5,  0,  3.,0,  5a,2d,  3h,2f,  6,0,  0, Ast, 000000001000010
Early Fighter,		U2,  1,  3.,2,  2a,1d,  2h,1f, 12,0,  2, Sth, 000000000010000
Early Fighter,		U3,  1,  3.,2,  2a,1d,  2h,1f, 12,0,  2, Sth, 000000000010000
Barrel Battalion,	nil, 0,  1.,0,  9a,4d,  3h,3f, 16,0,  0, Too, 000000000000010
Heavy Artillery,	U2,  0,  1.,0, 12a,1d, 10h,1f, 11,0,  0, Bro, 000000001000000
Heavy Artillery,	U3,  0,  1.,0, 12a,1d, 10h,1f, 11,0,  0, Bro, 000000001000000
Impassable,		nil, 0,  0.,0, 0a,99d,  9h,9f,  1,0,  1, no,  000000000000000
Austrian Army ('16),	X3,  0,  2.,0,  6a,3d,  3h,3f,  6,0,  0, E1,  000000001000000
Italian Army ('14),	X2,  0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, Amp, 000000001000000
Destroyer Flotilla,	nil, 2, 10.,0,  2a,1d,  3h,1f, 12,0,  2, Nav, 100000000000000
Light Cruiser,		nil, 2,  9.,0,  3a,2d,  3h,2f, 16,0,  2, Nav, 100000000000000
Armoured Cruiser,	nil, 2,  8.,0,  4a,2d,  3h,2f, 20,0,  2, Mag, 000000000000000
Dreadnought,		nil, 2,  7.,0,  6a,3d,  4h,2f, 32,0,  2, Mat, 000000000000000
Battlecruiser,		nil, 2,  8.,0,  6a,3d,  3h,2f, 28,0,  2, Mat, 000000000000000
Superdreadnought,	nil, 2,  6.,0,  7a,4d,  4h,2f, 38,0,  2, Mas, 000000000000000
Predreadnought,		Mat, 2,  6.,0,  4a,2d,  3h,2f, 20,0,  2, Sea, 000000000000000
MG Battalion (US),	X5,  0,  1.,0,  1a,5d,  3h,3f,  8,0,  1, Ato, 000000001000000
Late-war Fighter,	U2,  2,  4.,2,  4a,2d,  2h,2f, 16,0,  2, Rec, 000000000010000
Late-war Fighter,	U3,  2,  4.,2,  4a,2d,  2h,2f, 16,0,  2, Rec, 000000000010000
Colonial Infantry,	nil, 0,  2.,0,  4a,3d,  3h,3f,  3,0,  0, Phy, 000000001000000
Royal Canadian Army,	nil, 0,  2.,0,  5a,4d,  3h,3f,  4,0,  0, no,  000000001000000
ANZAC Troops,		nil, 0,  2.,0,  6a,3d,  3h,3f,  4,0,  0, no,  000000001000000
Black CS Army ('16),	nil, 0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, Sup, 000000001000000
CS Army ('16),		ToG, 0,  2.,0,  6a,4d,  3h,3f,  7,0,  0, E1,  000000001000000
Torpedo Boat Flotilla,	nil, 2,  8.,0,  4a,1d,  3h,2f, 12,0,  2, Hor, 000000000001000
Police Forces,		nil, 0,  0.,0,  3a,3d,  2h,2f,  2,0,  1, nil, 000000000000000
Fortress,		nil, 0,  0.,0, 0a,14d, 10h,1f, 12,0,  1, no,  000000000000000
CS Army ('14),		X4,  0,  2.,0,  6a,3d,  3h,3f,  5,0,  0, Amp, 000000000000000
Freighter,		nil, 2,  8.,0,  0a,1d,  1h,1f, 12,2,  4, Tra, 000000000000000
Supply Convoy,		nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  7, Ban, 000000000000010
US Army ('14),		X5,  0,  2.,0,  5a,3d,  3h,3f,  3,0,  0, Amp, 000000001000000
Char lger Battalion,	X3,  0,  2.,0,  9a,3d,  4h,3f, 20,0,  0, War, 000000000000010
US Army ('16),		X5,  0,  2.,0,  6a,4d,  3h,3f,  5,0,  0, E1,  000000001000000
Ottoman Army ('14),	X7,  0,  2.,0,  5a,3d,  3h,3f,  4,0,  0, Amp, 000000001000000
MG Battalion (Ger),	X3,  0,  1.,0,  1a,5d,  3h,3f,  8,0,  1, Ato, 000000001000000
MG Battalion (UK),	X6,  0,  1.,0,  1a,5d,  3h,3f,  8,0,  1, Ato, 000000001000000
MG Battalion (Fra),	X6,  0,  1.,0,  1a,5d,  3h,3f,  8,0,  1, Ato, 000000001000000
Infantry ('14),		nil, 0,  0.,0,  0a,4d,  3h,3f,  3,0,  1, no,  000000000000000
Red Negroe Rebels,	nil, 0,  3.,0,  7a,4d,  4h,3f,  3,0,  0, no,  000000001000010
Insurgents,		nil, 0,  3.,0,  7a,4d,  4h,3f,  3,0,  0, no,  000000001000010
Arabian Insurgents,	nil, 0,  3.,0,  7a,4d,  4h,3f,  3,0,  0, no,  000000001000010
MG Battalion (CS),	X4,  0,  1.,0,  1a,5d,  3h,3f,  8,0,  1, Ato, 000000001000000

;
; 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
Arid,		1,2,  0,0,0,   no,  1,40, 3,   no,  1, 5,  3,  Pln,  ; Drt
Industrial,	1,2,  0,4,8,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Pln
Meadows,	1,3,  1,1,0,   yes, 2,10, 2,   yes, 3,10,  2,  Tun,  ; Grs
Wooded,		4,2,  0,2,0,   Grs, 0,30, 2,   no,  0, 5,  0,  no,   ; For
Hilly,		2,4,  1,0,0,   yes, 2,20, 1,   yes, 4,12,  2,  Pln,  ; Hil
Mountainous,	6,6,  0,0,0,   no,  1,50, 0,   no,  1,50,  0,  Hil,  ; Mou
Arable,		2,3,  6,1,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Tun
Turndra,	1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Gla
Northern Forest,4,2,  0,1,0,   no,  0,40, 3,   no,  0, 0,  0,  Grs,  ; Swa
Jungle,		4,2,  1,0,0,   yes, 1,20, 3,   no,  0,15,  3,  Grs,  ; Jun
Sea/River,	1,6,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Oce
Oasis,		1,2,  1,0,0,
Oil Company,	1,2,  0,8,4,
Pasture,	1,3,  2,1,0,
Timber Works,	4,2,  0,4,2,
Mining Site,	2,4,  0,8,2,
Peak,		6,6,  0,0,0,
Fertile Soil,	2,3,  8,1,2,
Rocks,		1,2,  0,0,0,
Thicket,	4,2,  0,0,0,
Marshes,	4,2,  0,0,0,
Fishing Grounds,1,6,  5,0,2,
Rocks,		1,2,  0,0,0,
Refinery,	1,2,  0,8,4,
Pasture,	1,3,  2,1,0,
Timber Works,	4,2,  0,4,2,
Mining Site,	2,4,  0,8,2,
Peak,		6,6,  0,0,0,
Fertile Soil,	2,3,  8,1,2,
Rocks,		1,2,  0,0,0,
Thicket,	4,2,  0,0,0,
Marshes,	4,2,  0,0,0,
Fishing Grounds,1,6,  5,0,2,




@GOVERNMENTS
Anarchy,        Mr.,		Mr.
Tsarism,	HM,		HM
Monarchy,       HM,		HM
Democracy,	President,	President
Fundamentalism, High Priest,	High Priestess
Republic,       Consul,		Consul
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
Tsar Nicholas II,		Tsar Nicholas II,		0, 1, 0, Russian Empire,	Russian,	 1,  1, -1,
King Vittorio Emmanuele II,	King Vittorio Emmanuele II,	0, 2, 0, Kingdom of Italy,	Italian,	 1,  1, -1,
Kaiser Wilhelm II,		Kaiser Wilhelm II,		0, 3, 1, Central Powers,	German,		 1,  1, -1,
Woodrow Wilson,			Woodrow Wilson,			0, 4, 2, Confederate States,	American,	 1,  1, -1,
Theodore Roosevelt,		Theodore Roosevelt,		0, 5, 2, United States,		Yankee,		 1,  1, -1,
Raimond Poincar,		Raimond Poincar,		0, 6, 2, Entente cordiale,	Allied,		 1,  1, -1,
Sultan Mehmed V,		Sultan Mehmed V,		0, 7, 3, Ottoman Empire,	Ottoman,	 1,  1, -1,
Tsar Nicholas II,		Tsar Nicholas II,		0, 1, 0, Russian Empire,	Russian,	 1,  1, -1,
King Vittorio Emmanuele II,	King Vittorio Emmanuele II,	0, 2, 0, Kingdom of Italy,	Italian,	 1,  1, -1,
Kaiser Wilhelm II,		Kaiser Wilhelm II,		0, 3, 1, Central Powers,	German,		 1,  1, -1,
Woodrow Wilson,			Woodrow Wilson,			0, 4, 2, Confederate States,	American,	 1,  1, -1,
Theodore Roosevelt,		Theodore Roosevelt,		0, 5, 2, United States,		Yankee,		 1,  1, -1,
Raimond Poincar,		Raimond Poincar,		0, 6, 2, Entente cordiale,	Allied,		 1,  1, -1,
Sultan Mehmed V,		Sultan Mehmed V,		0, 7, 3, Ottoman Empire,	Ottoman,	 1,  1, -1,
Tsar Nicholas II,		Tsar Nicholas II,		0, 1, 0, Russian Empire,	Russian,	 1,  1, -1,
King Vittorio Emmanuele II,	King Vittorio Emmanuele II,	0, 2, 0, Kingdom of Italy,	Italian,	 1,  1, -1,
Kaiser Wilhelm II,		Kaiser Wilhelm II,		0, 3, 1, Central Powers,	German,		 1,  1, -1,
Woodrow Wilson,			Woodrow Wilson,			0, 4, 2, Confederate States,	American,	 1,  1, -1,
Theodore Roosevelt,		Theodore Roosevelt,		0, 5, 2, United States,		Yankee,		 1,  1, -1,
Raimond Poincar,		Raimond Poincar,		0, 6, 2, Entente cordiale,	Allied,		 1,  1, -1,
Sultan Mehmed V,		Sultan Mehmed V,		0, 7, 3, Ottoman Empire,	Ottoman,	 1,  1, -1,

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
Armaments,
Cloth,
Bearings,
Salt,
Sugar,
Coal,
Steel,
Iron,
Wine,
Ammo,
Grain,
Gasoline,
Ore,
Gold,
Oil,
Petroleum,


@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
Captain   
Major  
Colonel
Brigadier
General 
Field Marshal

@ATTITUDES
Brotherly
Loyal
Trusting
Receptive
Neutral
Distant
Icy
Hostile
Furious
