;
;   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
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
5       ; 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
1st world tech,     1, 0,  Alp, nil, 3, 2    ; AFl
Basic,              1, 0,  nil, nil, 2, 3    ; Alp
American,           0, 0,  Ast, nil, 0, 2    ; Amp
Foreign Battle Tech,0, 0,  Sup, nil, 1, 3    ; Ast
German,             0, 0,  Ast, nil, 0, 0    ; Ato
Japanese,           0, 0,  Ast, nil, 0, 1    ; Aut
Allied,             0, 0,  Ast, nil, 0, 3    ; Ban
Bridge Building,    1, 0,  Alp, nil, 0, 4    ; Bri
Foreign Studies1,   0, 0,  Cor, Mys, 1, 3    ; Bro
Temples,            1, 0,  Bro, nil, 1, 3    ; Cer
Wind Tunnel,        1, 0,  AFl, Chi, 2, 3    ; Che
Adv Physics,        1, 0,  AFl, nil, 3, 3    ; Chi
Radar,              1, 0,  Chi, Ban, 3, 4    ; CoL
Early Computer,     1, 0,  Chi, nil, 2, 3    ; CA 
Transistor,         1, 0,  Chi, Cmp, 3, 3    ; Cmb
Modern Computer,    1, 0,  CA,  nil, 3, 3    ; Cmn
Adv. Chemistry,     1, 0,  AFl, nil, 3, 0    ; Cmp
Adv Metallurgy,     1, 0,  Chi, Cmp, 3, 4    ; Csc
Engines(fotress),   1, 0,  Chi, Cmp, 0, 4    ; Cst
Engines2(capitaliza,1, 0,  Cst, nil, 1, 4    ; Cor
Engines 3,          1, 0,  Cor, Eco, 2, 3    ; Cur
Democracy,          1, 0,  no,  no,  3, 2    ; Dem
Turbo,              1, 0,  Chi, Ato, 3, 0    ; Eco
First Jet Engine,   1, 0,  Eng, Nav, 2, 4    ; E1 
Modern Jet Engine,  1, 0,  E1,  Cmn, 3, 4    ; E2 
Early Rocket,       1, 0,  Eco, Chi, 3, 4    ; Eng
Rocket Engines,     1, 0,  Eng, Cmb, 3, 4    ; Env
Advanced Rockets,   1, 0,  Env, Mat, 3, 0    ; Esp
Tank Design1,       2, 0,  AFl, nil, 2, 0    ; Exp
Tank Design2,       1, 0,  Exp, Cst, 2, 0    ; Feu
Tank Design3,       1, 0,  Feu, Cor, 2, 0    ; Fli
KEEP THIS ONE,      0, 0,  no,  no,  2, 2    ; Fun
Fusion Power,       1, 0,  NP,  nil, 3, 3    ; FP 
Main Battle Tank,   1, 0,  Med, Fli, 2, 0    ; Gen
Guerilla,           1, 0,  no,  no,  3, 4    ; Gue
Naval Air POWER,    1, 0,  Aut, nil, 3, 4    ; Gun
Super Structures,   1, 0,  Csc, Cor, 1, 0    ; Hor
Manhattan Project,  1, 0,  Chi, Amp, 3, 3    ; Ind
Nuclear Power,      1, 0,  Ind, nil, 3, 3    ; Inv
Nuclear Navy,       5, 0,  Inv, Hor, 1, 0    ; Iro
Stratofotress,      1, 0,  Amp, Cur, 3, 4    ; Lab
Guerilla Warefare,  1, 0,  Aut, nil, 2, 1    ; Las
Helicopters,        1, 0,  Las, Cor, 3, 0    ; Ldr
Advanced Chopper,   1, 2,  Ldr, Cur, 3, 0    ; Lit
SuperChopper,       1, 0,  Lit, Cmn, 3, 0    ; Too
S.A.M.,             1, 0,  Env, Cmb, 3, 0    ; Mag
C-52,               1, 0,  Hor, Lab, 3, 4    ; Map
Top Gun,            1, 0,  Phy, Ast, 3, 4    ; Mas
Mobilization,       1, 0,  nil, AFl, 3, 4    ; MP 
Miniturization,     1, 0,  Cmn, Hor, 3, 3    ; Mat
Plastics,           1, 0,  NP,  Chi, 1, 1    ; Med
Blitz Tank1,        1, 0,  MT,  Exp, 2, 0    ; Met
Blitz Tank2,        1, 0,  MT,  Feu, 2, 0    ; Min
Blitz Tank3,        1, 0,  MT,  Fli, 2, 0    ; Mob
Monarchy,           1, 0,  no,  no,  0, 2    ; Mon
BLITZKREIG(cathedra,1, 0,  Ato, nil, 0, 0    ; MT 
Fighter-Bomber,     1, 0,  Cst, Che, 3, 4    ; Mys
Advanced Fighter,   1, 0,  Cur, Csc, 3, 4    ; Nav
Plastics,           1, 0,  Cmn, Mat, 3, 3    ; NF 
Supercomputer,      1, 0,  Cmn, Pla, 3, 3    ; NP 
Nazi (Philosophy),  1, 0,  Ato, nil, 0, 0    ; Phi
Advanced Jet,       1, 0,  NP,  Nav, 3, 4    ; Phy
Advanced Software,  1, 0,  Cmn, nil, 3, 4    ; Pla
Torpedo Bomber,     1, 0,  Mys, Gun, 3, 4    ; Plu
BIG OLE bombers,    1, 0,  Chi, Amp, 3, 4    ; PT 
BIG OLE bombers2,   1, 0,  PT,  Hor, 3, 4    ; Pot
Stratofotress-airba,1, 0,  Eco, Pot, 3, 4    ; Rad
NO (railroad),      0, 0,  no,  no,  2, 1    ; RR 
B-52,               1, 0,  E1,  Rad, 3, 4    ; Rec
Advanced Sub,       1, 0,  Cor, Hor, 1, 0    ; Ref
Aegis (refrigerate),1, 0,  Med, Env, 1, 0    ; Rfg
The Republic,       1, 0,  no,  no,  0, 2    ; Rep
Robotics,           1, 0,  Sea, Cmn, 3, 2    ; Rob
Public Works,       1, 0,  AFl, nil, 3, 2    ; Roc
Public Works2,      1, 0,  Roc, Cst, 3, 2    ; San
Public Works3,      1, 0,  San, Hor, 3, 2    ; Sea
Space Flight,       1, 0,  Esp, Hor, 3, 3    ; SFl
Oil Well Platform,  1, 0,  Hor, Rob, 3, 2    ; Sth
Cruise Missle,      1, 0,  Phy, NP,  3, 0    ; SE 
Cure for Cancer,    1, 0,  NP,  Med, 3, 3    ; Stl
Foreign Studies2,   0, 0,  Bro, nil, 1, 3    ; Sup
extra,              0, 0,  no,  no,  1, 3    ; Tac
Theology,           1, 0,  no,  no,  1, 2    ; The
Drop tanks,         1, 0,  Csc, Mys, 3, 4    ; ToG
Trade,              4, 0,  no,  no,  0, 1    ; Tra
University,         5, 0,  no,  no,  1, 3    ; Uni
Warrior Code,       4, 0,  no,  no,  0, 0    ; War
The Wheel,          4, 0,  no,  no,  0, 4    ; Whe
blah,               4, 0,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  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,    Alp,
Barracks,                  4, 1,    nil,
Public Confidence,         8, 1,    Alp,
Temple,                    4, 1,    Alp,
MarketPlace,               8, 1,    Alp,
Library,                   8, 1,    Alp,
Courthouse,                8, 1,    Alp,
City Walls,                8, 1,    Mas,
Aqueduct,                  8, 1,    Alp,
Bank,                     12, 1,    AFl,
Military Parades,         12, 1,    MT, 
University,               16, 1,    Roc,
Mass Transit,             16, 4,    Rob,
Stadium,                  10, 1,    San,
Weapons Factory,          20, 8,    MP, 
Manufacturing Plant,      32,10,    Rob,
SDI Defense,              20, 4,    Rob,
Recycling Center,         20, 2,    Rob,
Nuclear Power,            16, 4,    Inv,
Hydro Plant,              24, 4,    San,
Nuclear Plant,            16, 2,    Inv,
Stock Exchange,           16, 1,    Roc,
Sewer System,             12, 1,    AFl,
Supermarket,               8, 1,    Sea,
Superhighways,            20, 1,    Sea,
Research Lab,             16, 1,    Rob,
SAM Missile Battery,      10, 2,    Mag,
Coastal Fortress,          8, 5,    AFl,
Solar Plant,              32, 4,    SFl,
Harbor,                    6, 1,    Alp,
Offshore Platform,        16, 5,    Sth,
TOP GUN,                  16, 5,    Mas,
Police Station,            6, 1,    Alp,
Naval Academy,             8, 5,    Gun,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
New Deal,                 50, 0,    Amp,
Fascist Rallies,          20, 0,    no, 
Chancealor Hitler,        20, 0,    Ato,
Jap Naval Supremacy,      20, 0,    Aut,
KGB,                      30, 0,    Lit,
Early Communism,          30, 0,    Alp,
League of Nations,        30, 0,    no, 
Military Government,      30, 0,    Aut,
Sudenland occupation,     30, 0,    Ato,
Versailles Treaty,        20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Rocket Boys,              30, 0,    Ato,
Naval Superiority,        40, 0,    Gun,
Shakespeare's Theatre,    30, 0,    no, 
Weapons factory,          40, 0,    Ato,
J. S. Bach's Cathedral,   40, 0,    no, 
Nazi Doctors,             40, 0,    Ato,
Jewish Confiscation,      40, 0,    Ato,
Nazi Party Movement,      40, 0,    Ato,
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    San,
Manhattan Project,        60, 0,    Ind,
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    SFl,
German science,           60, 0,    Alp,
Cure for Cancer,          60, 0,    Stl,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; New Deal
no,         ; Fascist Rallies
no,         ; Chancealor Hitler
no,         ; Jap Naval Supremacy
no,         ; KGB
Pla,        ; Early Communism
no,         ; League of Nations
no,         ; Military Government
nil,        ; Sudenland occupation
no,         ; Versailles Treaty
no,         ; Michelangelo's Chapel
no,         ; Rocket Boys
nil,        ; Naval Superiority
nil,        ; Shakespeare's Theatre
no,         ; Weapons factory
nil,        ; J. S. Bach's Cathedral
nil,        ; Nazi Doctors
nil,        ; Jewish Confiscation
nil,        ; Nazi Party Movement
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
no,         ; German science
no,         ; 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
Workers,      no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, Alp, 000000000000000
Army Engineers,no,  0,  1.,0,  0a,6d,  2h,1f,  8,0,  5, MP,  000010000000010
Early Fighter,Mys, 1,  4.,2,  3a,2d,  2h,1f,  4,0,  3, Alp, 000000000010001
Early Bomber, Mys, 1,  4.,2,  8a,1d,  2h,2f,  8,0,  0, Alp, 000000000000001
Mech Inf.,    no,  0,  2.,0,  6a,4d,  2h,1f,  6,0,  0, Exp, 000000000000010
Fortress,     no,  0,  0.,0,  0a,6d, 12h,1f, 20,0,  1, Alp, 000000000000001
Light Tank,   Gen, 0,  2.,0, 10a,5d,  3h,1f,  8,0,  0, Exp, 000000000000000
B. Light Tank,Gen, 0,  2.,0, 10a,5d,  6h,1f, 24,0,  0, Met, 000000001000000
Med. Tank,    Gen, 0,  2.,0, 12a,6d,  4h,1f, 10,0,  0, Feu, 000000001000000
B. Med. Tank, Gen, 0,  2.,0, 12a,6d,  8h,1f, 30,0,  0, Mob, 000000001000000
Heavy Tank,   Gen, 0,  2.,0, 13a,7d,  5h,1f, 12,0,  0, Fli, 000000001000000
B. Heavy Tank,Gen, 0,  2.,0, 13a,7d, 10h,1f, 36,0,  0, Mob, 000000001000000
Infantry,     no,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Alp, 000000000000000
Heavy Infantry,no,  0,  1.,0,  6a,5d,  4h,1f, 12,0,  1, MT,  000000000000000
Marines,      no,  0,  1.,0,  6a,5d,  2h,1f,  6,0,  0, MP,  000000000000100
Guerillas,    no,  0,  2.,0,  6a,5d,  2h,1f,  7,0,  0, Aut, 000101000000100
Fighter,      Nav, 1,  5.,0,  4a,3d,  2h,2f,  6,0,  3, Mys, 000000000010001
Adv. Fighter, Phy, 1,  5.,2,  5a,4d,  2h,2f,  8,0,  3, Nav, 000000000010001
Early Jet,    Phy, 1,  5.,2,  7a,5d,  2h,2f,  9,0,  3, E1,  000000000010001
Modern Jet,   no,  1,  7.,2, 10a,5d,  2h,3f, 12,0,  0, Phy, 000000000010001
extra,        no,  1,  1.,0,  6a,3d,  2h,2f,  8,0,  0, no,  000000000000001
AA gun,       CoL, 0,  1.,0,  0a,3d,  2h,1f,  4,0,  1, Alp, 010000000000000
Advanced AAgun,no,  0,  1.,0,  0a,6d,  2h,1f,  6,0,  1, CoL, 010000000000000
S.A.M.,       no,  0,  1.,0,  0a,8d,  2h,2f, 10,0,  1, Env, 010000000000000
Torpedo Bomber,Phy, 1,  5.,0,  6a,3d,  2h,2f,  8,0,  2, Plu, 000000000000001
Bomber,       Rec, 1,  5.,2, 12a,1d,  2h,2f, 12,0,  0, Mys, 000000000000001
Flying Fotress,Rec, 1,  7.,2, 12a,2d,  2h,2f, 14,0,  0, PT,  000000000000001
Stratofotress,no,  1, 10.,2, 13a,3d,  2h,2f, 16,0,  0, Rad, 000000000000001
B-52,         no,  1,  8.,3, 15a,3d,  2h,2f, 18,0,  0, Rec, 000000000000001
Artillery,    CA,  0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Alp, 000000001000000
Howitzer,     no,  0,  1.,1, 12a,1d,  2h,3f,  7,0,  0, CA,  000000001000000
extra,        nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, U1,  000000000000001
Paratroopers, no,  0,  1.,0,  5a,4d,  2h,1f,  5,2,  0, MP,  000000100000000
extra,        no,  2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, U1,  000000000000000
SuperChopper, no,  0,  4.,0, 14a,4d,  3h,2f, 14,4,  0, Too, 100001000000001
Chopper,      Too, 0,  3.,0, 10a,3d,  2h,2f, 10,2,  0, Ldr, 100001000000001
Attack Chopper,no,  0,  3.,0, 12a,3d,  2h,2f, 12,0,  0, Lit, 100001000000001
Destroyer,    nil, 2,  5.,0,  4a,4d,  3h,1f,  6,1,  2, Alp, 000000000000000
Cruiser,      nil, 2,  5.,0,  6a,6d,  3h,2f,  8,1,  2, Alp, 000000000000000
Heavy Cruiser,nil, 2,  4.,0, 10a,10d, 3h,2f, 10,2,  2, AFl, 000000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 13,3,  2, AFl, 000000000000001
Submarine,    Ref, 2,  4.,0, 10a,2d,  3h,2f,  6,0,  2, AFl, 000000000001001
Carrier,      Iro, 2,  6.,0,  8a,12d, 4h,2f, 15,3,  2, Gun, 110000000010001
Suprbattleship,no,  2,  4.,0, 14a,14d, 5h,2f, 17,4,  4, Hor, 100000000000001
SuperCarrier, no,  2,  6.,1, 10a,12d, 4h,2f, 18,3,  2, Hor, 110000010010001
Advanced Sub, nil, 2,  5.,1, 14a,3d,  3h,2f,  8,0,  2, Ref, 000000000001001
Aegis Cruiser,no,  2,  6.,0, 12a,10d, 4h,2f, 10,0,  2, Rfg, 110000000000001
Nuke Submarine,no,  2, 10.,0, 15a,5d,  3h,2f, 10,1,  2, Iro, 000000000001001
Nuke Carrier, no,  2, 12.,0, 12a,14d, 5h,3f, 24,4,  2, Iro, 110000010010001
MainBattleTank,no,  0,  2.,0, 14a,8d,  5h,2f, 14,0,  0, Gen, 000000001000010
Cruise Missle,no,  1,  6.,2, 30a,1d,  1h,2f,  5,0,  0, SE,  001000000000010
Dive bomber,  Phy, 1,  6.,0,  6a,3d,  2h,2f,  8,0,  0, Mys, 000000000000001
Calvary,      Exp, 0,  2.,0,  5a,2d,  2h,1f,  4,1,  0, Alp, 000000000000000
Air Transport,no,  2, 20.,4,  0a,4d,  2h,2f, 10,2,  4, Map, 000000000001001
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, 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
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
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
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,
Buffalo,    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,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier 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.
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,    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, 0, Russians,    Russian,    -1,  0,  0,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 2, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 3, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













