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

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
65      ; 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
Soviet Air Tech 2,  4,-1,  no,  no,  3, 0    ; AFl
Logistics,          4, 0,  nil, nil, 3, 0    ; Alp
Amphibious Warfare, 3,-2,  Nav, War, 3, 0    ; Amp
Soviet Air Tech 3,  4,-1,  no,  no,  3, 0    ; Ast
Helicopter Tech,    4,-1,  War, Fli, 3, 0    ; Ato
Automobile,         6,-1,  Ref, nil, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Chinese Air Tech 1, 4,-1,  no,  no,  3, 0    ; Bro
Basic Religion,     5, 0,  nil, nil, 0, 2    ; Cer
Mobile Warfare,     8,-1,  Aut, War, 3, 0    ; Che
Soviet Tech 4,      4,-1,  no,  no,  3, 0    ; Chi
Code of Laws,       4, 1,  nil, nil, 1, 2    ; CoL
Soviet Air Tech 4,  4,-1,  no,  no,  3, 0    ; CA 
Industralization,   6, 0,  Ban, RR,  2, 1    ; Cmb
Communism,          5, 0,  nil, nil, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Infantry Training,  7,-1,  nil, nil, 2, 0    ; Csc
Urban Improvement,  4, 0,  Mas, Cur, 3, 4    ; Cst
The Corporation,    4, 0,  Cmb, Eco, 2, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  nil, nil, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  nil, nil, 2, 4    ; E1 
Western Cities,     4, 0,  no,  no,  3, 2    ; E2 
Electronics,        4, 1,  E1,  Cor, 3, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  nil, nil, 3, 0    ; Esp
Land Surveying,     5, 0,  nil, nil, 2, 4    ; Exp
Tactics,            6,-1,  nil, nil, 2, 0    ; Feu
Flight,             4,-1,  Ref, ToG, 2, 4    ; Fli
Armed Insurgency,   3,-2,  no,  no,  3, 0    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, War, 3, 0    ; Gue
x,                  1, 0,  no,  no,  0, 0    ; Gun
Soviet Tech 1,      4,-1,  no,  no,  3, 0    ; Hor
Soviet Cities,      4, 0,  no,  no,  3, 2    ; Ind
Soviet Air Tech 1,  4,-1,  no,  no,  3, 0    ; Inv
Western Air Tech 3, 4,-1,  no,  no,  3, 0    ; Iro
Troop Mobility,     4,-1,  no,  no,  3, 0    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Western Tech 1,     4,-1,  no,  no,  3, 0    ; Ldr
Non-WW2 Japanese,   1, 0,  no,  no,  3, 2    ; Lit
Machine Tools,      4,-2,  ToG, War, 2, 4    ; Too
Naval Tech 2,       4,-1,  no,  no,  3, 0    ; Mag
Western Tech 3,     4,-1,  no,  no,  2, 0    ; Map
Modern Construction,4, 1,  nil, nil, 2, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Non-WW2 Soviet,     1, 0,  no,  no,  3, 2    ; Mat
Medicine,           4, 0,  Tra, nil, 1, 1    ; Med
Chinese Air Tech 2, 4,-1,  no,  no,  3, 0    ; Met
Miniaturization,    4, 1,  Too, Eng, 3, 4    ; Min
Chinese Tech,       4,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
Organized Religion, 5, 1,  Cer, nil, 1, 2    ; MT 
Non-WW2 US,         1, 0,  no,  no,  3, 2    ; Mys
Naval Tech 1,       4,-1,  nil, nil, 3, 0    ; Nav
Nuclear Fission,    6,-2,  ToG, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  Eng, 3, 3    ; NP 
Social Philosophy,  6, 1,  Wri, Uni, 3, 2    ; Phi
Strategic Strikes,  8,-2,  NF,  Roc, 3, 0    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Non-Nat'list Chinse,1, 0,  no,  no,  3, 2    ; Plu
Soviet Tech 3,      4,-1,  no,  no,  3, 2    ; PT 
Agriculture,        4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  Bri, nil, 2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Cor, nil, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  nil, nil, 1, 2    ; Rep
Robotics,           5,-2,  Cmp, War, 3, 0    ; Rob
Rocketry,           6,-2,  Fli, Eng, 3, 0    ; Roc
Sanitation,         4, 2,  Med, nil, 2, 1    ; San
Seafaring,          4, 1,  nil, nil, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Western Air Tech 1, 4,-1,  no,  no,  3, 0    ; Sth
Western Air Tech 2, 4,-1,  no,  no,  3, 0    ; SE 
Modernist Cynicism, 4, 0,  nil, nil, 3, 2    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Western Tech 2,     4,-1,  no,  no,  3, 0    ; Tac
Non-WW2 British,    1, 0,  no,  no,  3, 2    ; The
Physics,            4, 0,  Uni, nil, 1, 3    ; ToG
Commerce,           4, 2,  Cur, CoL, 1, 1    ; Tra
University,         5, 1,  nil, nil, 1, 3    ; Uni
Base Military Tech, 4,-1,  nil, nil, 3, 0    ; War
Soviet Tech 2,      4,-1,  no,  no,  3, 0    ; Whe
Lingua Franca,      5, 1,  nil, nil, 2, 2    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
Non-Russian,        1, 0,  no,  no,  3, 2    ; U1 
Non-Japanese,       1, 0,  no,  no,  3, 2    ; U2 
Non-Vietnamese,     1, 0,  no,  no,  3, 2    ; U3 
Non-NATO,           1, 0,  no,  no,  3, 2    ; X1 
Non-North Korean,   1, 0,  no,  no,  3, 2    ; X2 
Non-Neutral,        1, 0,  no,  no,  3, 2    ; X3 
Non-Commonwealth,   1, 0,  no,  no,  3, 2    ; X4 
Non-Com Chinese,    1, 0,  no,  no,  3, 2    ; X5 
Non-American,       1, 0,  no,  no,  3, 2    ; X6 
Non-Indian,         1, 0,  no,  no,  3, 2    ; 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,    Alp,
Granary,                   6, 1,    Pot,
Place of Worship,          4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                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, 
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Cmb,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    Eng,
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Nav,
Solar Plant,              32, 4,    Env,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
x,                         0, 0,    no, 
x,                         0, 0,    no, 
x,                         0, 0,    no, 
(Capitalization),         60, 0,    Cor,
Fobidden City,            20, 0,    nil,
Rock Garden,              20, 0,    nil,
Angkor Wat,               20, 0,    nil,
Torii Gate,               20, 0,    nil,
Tale of Genji,            20, 0,    nil,
Lao Tzu's House,          20, 0,    nil,
Great Wall,               20, 0,    nil,
Sun Tzu's War Academy,    20, 0,    nil,
War Against Barbarians,   20, 0,    nil,
Marco Polo's Embassy,     20, 0,    nil,
Dalai Lama's Temple,      20, 0,    nil,
Pagoda of Muro-ji,        20, 0,    nil,
Magellan's Expedition,    20, 0,    nil,
Noh Theater,              20, 0,    nil,
Emperor's Regalia,        20, 0,    nil,
Society of Jesus,         20, 0,    nil,
University of California, 20, 0,    nil,
Hong Kong Trading Co.,    20, 0,    nil,
Darwin's Voyage,          20, 0,    nil,
x,                         0, 0,    no, 
Era of Greater Peace,     60, 0,    Dem,
Women's Suffrage,         20, 0,    nil,
Hoover Dam,               60, 0,    Eng,
Manhattan Project,        60, 0,    NF, 
United Nations,           60, 0,    Cmn,
x,                         0, 0,    no, 
SETI Program,             60, 0,    Cmp,
Cure for Cancer,          60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Fobidden City
Stl,        ; Rock Garden
Stl,        ; Angkor Wat
Stl,        ; Torii Gate
Stl,        ; Tale of Genji
nil,        ; Lao Tzu's House
Stl,        ; Great Wall
Stl,        ; Sun Tzu's War Academy
Stl,        ; War Against Barbarians
Stl,        ; Marco Polo's Embassy
nil,        ; Dalai Lama's Temple
nil,        ; Pagoda of Muro-ji
nil,        ; Magellan's Expedition
nil,        ; Noh Theater
Stl,        ; Emperor's Regalia
nil,        ; Society of Jesus
nil,        ; University of California
nil,        ; Hong Kong Trading Co.
nil,        ; Darwin's Voyage
no,         ; x
nil,        ; Era of Greater Peace
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
no,         ; x
nil,        ; SETI Program
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
MiG-29 Fulcrum,nil, 1, 16.,1,  9a,5d,  2h,2f, 14,0,  3, CA,  000000000010001
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Russian Infantry,U1,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Japanese Infantry,U2,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Vietnamese Infantry,U3,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Csc, 000000000000000
French Foreign Legionairres,X1,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
North Korean Infantry,X2,  0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Csc, 000000000000000
Neutral Infantry,X3,  0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Rebel Forces, nil, 0,  1.,0,  6a,2d,  2h,1f,  4,0,  0, Fun, 000001000000010
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Chinese Infantry,X5,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Csc, 000000000000000
US Infantry,  X6,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
F-16 Falcon,  nil, 1, 16.,1, 10a,6d,  2h,2f, 16,0,  3, Iro, 000000000010001
Taiwanese Infantry,X6,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
MiG-31 Foxhound,nil, 1, 16.,1, 10a,6d,  2h,2f, 16,0,  3, CA,  000000000010001
T-55,         nil, 0,  3.,0,  8a,4d,  3h,1f,  6,0,  0, Whe, 000000000000000
Australian/New Zealander Infantry,X4,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
T-62,         nil, 0,  3.,0,  9a,4d,  3h,1f,  7,0,  0, PT,  000000000000000
T-72,         nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Chi, 000000000000000
M48 Patton,   nil, 0,  3.,0,  8a,4d,  3h,1f,  6,0,  0, Ldr, 000000000000000
M60 A1,       nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Tac, 000000000000000
Type 49,      nil, 0,  3.,0,  7a,3d,  3h,1f,  5,0,  0, Mob, 000000000000000
Indian Infantry,X7,  0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
H-6,          nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, Met, 000000000000001
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Too, 000000000000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
F-117A Nightbird,nil, 1, 16.,1, 11a,7d,  2h,2f, 18,0,  3, Iro, 000000000010001
B-2 Spirit,   nil, 1, 16.,2, 20a,6d,  2h,2f, 22,0,  0, Iro, 000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, Ato, 100000000000001
F-4E Phantom, nil, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Sth, 000000000010001
CF-18 Hornet, X4,  1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
MiG-21 Fishbed,nil, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, AFl, 000000000010001
Tu-22 Backfire,nil, 1, 10.,2, 13a,3d,  2h,2f, 14,0,  0, Ast, 000000000000001
MiG-23 Flogger,nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Ast, 000000000010001
F-15 Eagle,   X6,  1, 16.,1,  9a,5d,  2h,2f, 13,0,  3, SE,  000000000010001
Australian/New Zealander AV8B Harrier II,X4,  1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, SE,  000000000010001
Destroyer,    nil, 2,  6.,0,  6a,6d,  3h,1f,  8,0,  2, Mag, 100000000000001
MiG-15 Bis,   nil, 1,  8.,1,  3a,2d,  2h,2f,  5,0,  3, Inv, 000000000010001
Cruiser,      nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Mag, 110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Mag, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Mag, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, Mag, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Nav, 000000000000000
Cruise Missile,nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Missile,nil, 1, 16.,6, 99a,0d,  1h,1f, 16,0,  0, Phy, 001000000000000
A-10 Warthog, X6,  1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, SE,  000000000000001
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
J-7,          nil, 1,  8.,1,  3a,2d,  2h,2f,  6,0,  3, Bro, 000000000010001
Freight Truck,nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Australian/New Zealander Tornado,X4,  1, 10.,2, 13a,3d,  2h,2f, 14,0,  0, SE,  000000000000001
South Korean Infantry,X6,  0,  1.,0,  3a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Chieftain Mk V,nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Tac, 000000000000000
NATO Infantry,X1,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
M1A1 Abrams,  nil, 0,  3.,0, 14a,7d,  3h,2f, 10,0,  0, Map, 000000000000000
British Infantry,X1,  0,  1.,0,  4a,5d,  2h,1f,  4,0,  1, Csc, 000000000000000
British AV8B Harrier II,X1,  1, 14.,1,  9a,5d,  2h,2f,  8,0,  3, SE, 000000000010001
Frigate,      nil, 2,  4.,0,  4a,4d,  3h,1f,  4,0,  2, Nav, 000000000100000
Crude Nuke,   Phy, 1, 10.,1, 99a,0d,  1h,1f, 12,0,  0, NF,  001000000000000
British Tornado,X1,  1, 10.,2, 14a,5d,  2h,2f, 14,0,  0, SE, 000000000000001
APC,          nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Canadian Infantry,X4,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 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
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
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Outback,    1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Gla
Marshy Delta,1,2,  3,1,0,   yes, 1,10, 2,   no,  0, 0,  0,  Grs,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Deer,       1,2,  2,2,0,
Grassland,  1,2,  2,1,0,
Bamboo,     2,3,  1,5,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Reindeer,   1,2,  3,1,0,
Wombats,    1,2,  2,3,0,
Rice,       1,2,  5,1,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Rice,       1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Flowers,    2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Nationalism,    President,   President
Dictatorship,   Prime Minister,Prime Minister
Communism,      Chairman,    Chairperson
Militarism,     Emperor,     Empress
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, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 2, N Koreans,   N Korean,    1,  1, -1,
Ramesses,     Cleopatra,           1, 4, 3, Thai,        Thai,        1,  0, -1,
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans1,  American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 0, Americans2,  American,   -1,  1,  1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 3, Indians,     Indian,     -1, -1,  0,
Lenin,        Catherine the Great, 1, 1, 0, Soviets,     Soviet,      0,  1, -1,
Shaka,        Shakala,             0, 2, 1, Vietminh,    Vietminh,    1,  1,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,     -1, -1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 3, Neutrals,    Neutral,     0, -1,  0,
Mao Tse Tung, Wu Zhao,             0, 5, 1, Chinese,     Chinese,     0,  0,  0,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, W Powers2,   Western,    -1,  1,  1,
Genghis Khan, Bortei,              0, 7, 0, W Powers1,   Western,    -1,  1,  1,
Cunobelin,    Boadicea,            1, 1, 0, Russians,    Russian,     0, -1,  0,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1,  1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 2, N Kor and VN,N Kor and VN, 1, -1, -1,
Philip II,    Isabella,            1, 4, 0, Commonwealth,Commonwealth,-1,  0,  1,     6, Prime Minister, Prime Minister
Xerxes,       Scheherezade,        0, 5, 1, N Chinese,   N Chinese,   0,  0,  0,
Hannibal,     Dido,                0, 6, 1, C Chinese,   C Chinese,   1,  1,  0,     3, Chairman, Chairperson
Sitting Bull, Sacajawea,           0, 7, 0, British,     British,    -1,  0,  1,     6, Prime Minister, Prime Minister

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













