;
;   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
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; 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
Chariot,            4,-2,  Amp, nil, 0, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Spoked Wheel,       3,-2,  Whe, nil, 0, 4    ; Amp
Astronomy,          4, 1,  Mat, nil, 1, 3    ; Ast
Adv. Chariot,       4,-1,  AFl, Ldr, 1, 0    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Mycenean Age,       4, 1,  no,  no,  1, 1    ; Ban
Bridge Building,    4, 0,  Cst, nil, 0, 4    ; Bri
Bronze Age,         6,-1,  nil, nil, 0, 4    ; Bro
Sacrifice,          5, 0,  nil, nil, 0, 2    ; Cer
Minoan Age,         5,-1,  no,  no,  1, 3    ; Che
Heraclid Heritage,  4,-2,  no,  no,  1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Ionian Expansion,   5,-1,  no,  no,  3, 0    ; CA 
The Argo,           5,-1,  no,  no,  2, 4    ; Cmb
Divine Wrath,       5, 0,  no,  no,  2, 2    ; Cmn
Poetry,             4, 1,  Alp, nil, 3, 4    ; Cmp
Mysticism,          7,-1,  Cer, Lit, 2, 0    ; Csc
Masonry,            4, 0,  nil, nil, 0, 4    ; Cst
Maritime Expansion, 4, 0,  Sea, War, 2, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Sail-Oar combination,4, 1,  Cor, nil, 2, 1    ; Eco
Ritual Athletics,   4, 0,  Phi, Cer, 2, 4    ; E1 
Bronze Beak,        4, 1,  Eco, nil, 3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Laconian Agriculture,3, 1,  no,  no,  3, 2    ; Env
Argolian Fishing grounds,2,-1,  no,  no,  3, 0    ; Esp
Hephaestion's Blessing,5, 0,  no,  no,  2, 4    ; Exp
Attican Agriculture,4,-1,  no,  no,  0, 0    ; Feu
Heracles Apppears,  4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Lysander Appears,   3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Broad Sword,        8,-2,  Las, Ldr, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Archaic Architecture,6, 0,  no,  no,  2, 1    ; Ind
Geometric Style,    6, 0,  Ind, Lit, 1, 4    ; Inv
Bronze Armor,       5,-1,  Bro, War, 0, 4    ; Iro
Jason Appears,      4,-1,  no,  no,  3, 2    ; Lab
Long Sword,         4, 0,  Bro, MP,  3, 3    ; Las
Scale Armor,        5,-1,  Mas, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Chainmail,          4,-2,  Ldr, nil, 2, 4    ; Too
Eight-Shaped Shield,4,-1,  Mas, no,  1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Tower Shield,       4, 1,  nil, nil, 0, 4    ; Mas
Humped Shield,      5, 0,  nil, nil, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, nil, 0, 3    ; Mat
Archery,            4, 0,  nil, nil, 1, 1    ; Med
Moon-shaped Shield, 6,-2,  Mag, nil, 1, 0    ; Met
Heavy Lance,        4, 1,  Too, nil, 3, 4    ; Min
Ares' Blessing,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Temple Building,    5, 1,  Phi, PT,  1, 2    ; MT 
The Oracle,         4, 0,  no,  no,  0, 2    ; Mys
Short Sword,        6,-1,  Bro, War, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Battle Ships,       3, 0,  Cor, nil, 3, 3    ; NP 
Philosophy,         6, 1,  nil, nil, 1, 2    ; Phi
Siege Ships,        4,-1,  NP,  Ref, 1, 3    ; Phy
Siege Preparation,  4, 1,  Ref, nil, 3, 4    ; Pla
Defensive Installments,4, 0,  Cst, Ref, 1, 4    ; Plu
Polytheism,         4, 0,  Cer, nil, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Hermes' Blessing,   6, 0,  no,  no,  2, 1    ; RR 
Poseidon's Blessing,2, 1,  no,  no,  3, 2    ; Rec
Siege Engines,      4, 0,  War, Cst, 2, 4    ; Ref
Demeter's Blessing, 3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Archaic Warfare,    5,-2,  Ind, nil, 3, 0    ; Rob
Aristocracy,        6,-2,  Mon, nil, 3, 0    ; Roc
Not Available,      4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Not Available,      4, 1,  no,  no,  3, 3    ; SFl
Not Available,      3,-2,  no,  no,  3, 0    ; Sth
Not Available,      4,-1,  no,  no,  2, 3    ; SE 
Not Available,      4,-1,  no,  no,  2, 4    ; Stl
Not Available,      4, 1,  no,  no,  3, 3    ; Sup
Not Available,      6,-1,  no,  no,  2, 0    ; Tac
Not Available,      3, 2,  no,  no,  1, 2    ; The
Not Available,      4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  Cur, nil, 0, 1    ; Tra
Academics,          5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; FT 
Public Services,    3, 0,  Mon, nil, 0, 0    ; U1 
Metal Working,      3, 0,  nil, nil, 0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 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,                   10, 0,    Roc,
Barracks,                 4,  1,    nil,
Systematic Agriculture,   6,  1,    nil,
Altar,                    4,  1,    Cer,
Town Center,              8,  1,    nil,
School,                   8,  1,    Wri,
City Hall,                8,  1,    CoL,
Citadel,                  8,  0,    Cst
Granary,                  8,  2,    Pla,
Markets,                  12, 3,    Tra,
Temple,                   12, 3,    MT,
Library,                  16, 3,    Lit,
Hygenical Facilities,     16, 4,    U1,
Theatre,                  10, 4,    Cmp,
Artisan Village,          20, 4,    Ind,
Smithy,                   32, 6,    U2,
SDI Defense,              20, 4,    no,
City Dump,                20, 2,    U1,
Blacksmith,               16, 4,    U2,
Mine,                     24, 4,    no,
Silver Mine,              16, 2,    no,
Stock Exchange,           16, 4,    no,
Well,                     12, 2,    nil,
Plantation,                8, 3,    nil,
Road System,              20, 5,    Tra,
Gymnasium,                16, 3,    Uni,
SAM Missile Battery,      10, 2,    no,
Coastal Facilities,        8, 1,    no,
Copper Mine,              32, 4,    no,
Fishing Port,             6,  1,    Map,
Trade Harbor,             16, 3,    Tra,
Airport,                  16, 3,    no,
City Garrison,            6,  2,    Gun,
Harbor,                   8,  3,    Cor,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    no,
Demeters Blessing,        20, 0,    Rfg,
Hanging Gardens,          20, 0,    no,
Colossus,                 20, 0,    no,
Poseidons Blessing,       20, 0,    nil,
Athenas Blessing,         30, 0,    nil,
Oracle,                   30, 0,    nil,
Atlas' Blessing,          30, 0,    nil,
Ares' Blessing,           30, 0,    Mob,
Hephaestos' Blessing,     30, 0,    nil,
Hermes' Blessing,         20, 0,    RR,
Michelangelo's Chapel,    40, 0,    no,
Apollo's Blessing,        30, 0,    nil,
Magellan's Expedition,    40, 0,    no,
Shakespeare's Theatre,    30, 0,    no,
Leonardo's Workshop,      40, 0,    no,
J. S. Bach's Cathedral,   40, 0,    no,
Isaac Newton's College,   40, 0,    no,
Adam Smith's Trading Co., 40, 0,    no,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no,
Zeus' Lightning,          60, 0,    nil,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Cure for Cancer,          60, 0,    no,

;
; 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
Ind,        ; 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
Slaves,       Rfg, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Architects,   nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Rfg, 000000000000000
Warriors,     nil, 0,  1.,0,  2a,2d,  1h,1f,  1,0,  1, nil, 000000000000000
Swordsmen,    Las, 0,  1.,0,  2a,3d,  1h,1f,  2,0,  1, Nav, 000000000000000
Archers,      nil, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, Med, 000000000000000
Long Swordsmen,Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Las, 000000000000000
Armored Swordsmen,Ldr, 0,  1.,0,  2a,5d,  1h,1f,  2,0,  1, Las, 000010000000000
Broad Swordsmen,nil, 0,  1.,0,  5a,3d,  2h,1f,  3,0,  0, Gun, 000000000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010
Scaled Warriors,Rob, 0,  1.,0,  3a,5d,  2h,1f,  5,0,  1, Ldr, 000001000000000
Scaled Swordsmen,Rob, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  0, Ldr, 000000000000000
Heavy Warriors,Rob, 0,  1.,0,  4a,6d,  2h,1f,  6,0,  0, Mag, 000000000000100
Heavy Swordsmen,Rob, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, Mag, 000000100000000
Heavy Lance,  Rob, 0,  3.,0,  4a,7d,  3h,1f,  5,0,  1, Min, 000000000000000
Horsemen,     nil, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
Chariot,      Ato, 0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, AFl, 000000000000000
Battering Ram,Rob, 0,  2.,0,  8a,3d,  1h,1f,  4,0,  0, Ref, 000000001000000 
Scouts,       nil, 0,  2.,0,  1a,1d,  1h,1f,  4,0,  0, nil, 000001000000000 
Adv. Chariot, nil, 0,  3.,0,  4a,2d,  1h,1f,  4,0,  0, Ato, 000000000000000
Aristocrats,  nil, 0,  2.,0,  6a,5d,  2h,2f,  7,0,  0, Roc, 000000000000000
Archaic Warriors,nil, 0,  1.,0,  6a,4d,  2h,1f,  8,0,  0, Rob, 000000000000000
Athene,       nil, 0,  3.,0, 15a,8d,  3h,3f,  28,0,  0, no,  000000000000000
Catapult,     nil, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Ref, 000000000000000
Heracles,     nil, 0,  1.,0,  12a,8d,  2h,2f,  28,0,  0, no,  000000000000000
Jason,        nil, 0,  1.,0, 12a,8d,  2h,2f,  28,0,  0, no,  000000000000000
Perseus,      nil, 0,  1.,0, 12a,8d,  2h,2f,  28,0,  0, no,  000000000000000
Theseus,      nil, 0, 1.,0,  12a,8d,  2h,2f,  28,0,  0, no,  000000000000000
Telephus,     nil, 0,  1.,0, 12a,8d,  2h,2f, 28,0,  0, no,  000000000000000
Ares,         nil, 1,  6.,0, 19a,10d, 2h,2f, 28,0,  0, no,  000000000000000
Poseidon,     nil, 1, 28.,28,  28a,28d,  2h,2f,  28,0,  0, no,  000000000000000
Atlas,        nil, 0, 1.,0, 8a,20d,  2h,2f, 28,0,  0, no,  000000000000000
Sail Boat,    NP,  2,  3.,0,  0a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Scout Ship,   NP,  2,  3.,0,  1a,1d,  1h,1f,  4,0,  2, Sea, 000000000001000 
War Galley,   Phy, 2,  4.,0,  4a,3d,  2h,1f,  4,0,  2, NP,  000000000000000
Troop Transport,nil, 2,  4.,0,  0a,2d,  2h,1f,  5,4,  4, NP,  000000000001000 
Siege Galley, nil, 2,  4.,0,  8a,4d,  3h,1f,  6,0,  4, Phy, 000000000000000
The Golden Fleece,nil, 1,  0.,0,  0a,10d,  2h,1f,  28,0,  1, no,  100000000000001
Giant Octopus,nil, 2,  5.,0,  6a,6d,  3h,2f,  28,0,  2, no,  000000000001000 
Minotaur,     nil, 1,  0.,0,  0a,10d,  3h,1f, 28,0,  1, no,  000010000000000 
Medusa,       nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Scylla,       nil, 1,  1.,0, 8a,9d,  3h,2f,  28,0,  0, no,  000000000001001
Cliffs,       nil, 1,  0.,2,  0a,12d,  4h,2f, 28,0,  1, no, 000000000000000
Fire Galley,  nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Phy, 000000000000000
Oracle,       nil, 1, 0.,0, 0a,5d,  2h,0f,  28,0,  1, no,  000000000000000
Medusa's Head,nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Diplomat,     nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Caravan,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Inpassable,   nil, 1,  0.,2,  0a,29d,  1h,1f,  28,0,  1, no,  000000000000000
Cyclops,      nil, 0,  1.,0,  13a,13d,  2h,2f,  28,0,  1, no,  000000000000000
The Argo,     nil, 2,  4.,0,  12a,9d,  2h,1f,  28,4,  2, no,  000000000000000
Eagle,        nil, 1,  8.,4,  0a,2d,  2h,2f, 28,0,  0, no,  000000000000000
Pirate Ship,  nil, 0,  6.,0,  5a,3d,  2h,1f,  28,6,  4, no,  000000000000000
Street Robbers,nil, 0,  1.,0,  3a,2d,  2h,1f,  3,0,  1, no,  000000000000000
Zeus,         nil, 0,  1.,0,  78a,23d,  2h,12f,  28,0,  1, no,  000000000000000
Daedalus,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Granary,      nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  000000000000000
Temple,       nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  000000000000000
Demons,       nil, 0,  1.,0,  4a,5d, 2h,1f, 28,0,  0, no,  000001000000000 
Centaur,      nil, 0,  1.,0,  13a,6d,  2h,3f,  28,0,  1, no,  000000000000000

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


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Sacred,     1,2,  5,5,5,   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
Fertile,    1,2,  3,2,2,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Mt. Olympos,2,2,  23,23,23,   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
Hades,      2,3,  60,60,60,   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
Temple,     1,2,  3,1,0,
Sheep,      1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Markets,    1,2,  3,2,4,
Ivory,      2,2,  1,1,4,
Plantation, 2,3,  4,3,4,
Entrance,   2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oracle,     1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Olives,     2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Market,     1,2,  2,0,3,
Ambrosia,   2,2,  23,23,23,
Entrance,   2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
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
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 II, Maria Theresa,       0, 3, 3, Germans,     German,        1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,       1,  0,  0,
Louis XVI,    Joan of Arc,         0, 7, 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 VII, Elizabeth I,     0, 2, 3, English,      English,      0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 5, 3, Vikings,     Viking,     1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,       0, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Emperor, Empress
Xerxes,       Sheherazade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Atawallpa, Cusi Chimpu,           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













