;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 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
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
80      ; Riot factor based on # cities (higher factor lessens the effect)
5       ; Aqueduct needed to exceed this size
18      ; 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
30      ; Percent shield penalty for production type change
4       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; 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
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Writting,           5, 1,  nil, nil, 0, 3    ; Alp
Russian tech,       3,-2,  no,  nil, 3, 0    ; Amp
Naval Building,     4, 1,  Mys, Mat, 1, 3    ; Ast
British Tech,       4,-1,  no,  nil, 2, 3    ; Ato
French Tech,        6,-1,  no,  nil, 3, 4    ; Aut
Stock trading,      4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Gunpowder,          6,-1,  nil, nil, 0, 4    ; Bro
Christianity,       5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Honour,             4,-2,  Feu, Hor, 1, 0    ; Chi
Common Law,         4, 1,  Alp, nil, 0, 2    ; CoL
Ottoman Tech,       5,-1,  no,  nil, 3, 0    ; CA 
Prus/Aus Tech,      5,-1,  no,  nil, 2, 4    ; Cmb
Communism,          5, 0,  no,  Env, 2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Urbaniseation,      4, 0,  Mas, Cur, 0, 4    ; Cst
Overseas Trade,     4, 0,  Map, Tra, 2, 1    ; Cor
Money,              4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Paper Money,        4, 1,  Cur, Ban, 2, 1    ; Eco
Spanish Tech,       4, 0,  no,  nil, 2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Special Units,      3, 1,  no,  SFl, 3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Military Training,  4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Revolution,         3,-2,  no,  Phi, 2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Resistance,         4, 1,  no,  nil, 3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Cavarly Tactics,    4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  Phi, 2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Gunsmithery,        5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Heavy Artilary,     4,-2,  Met, Bro, 2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Ship Building,      6,-1,  Alp, nil, 0, 1    ; Map
City denfences,     4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Field Guns,         4,-1,  Bro, Iro, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Artilary,           6,-2,  Iro, Mat, 1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  Env, 3, 0    ; Mob
Strong Goverment,   5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Naval Warfare,      6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
New Ideas,          6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Food Storage,       4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Agricultral revolution,3, 1,  Phi, Pot, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Public Health,      4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  no,  Las, 3, 3    ; Sup
Tactics,            6,-1,  no,  Env, 2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  Env, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Conscription,       4,-1,  X1,  nil, 0, 0    ; War
Saber,              4,-1,  Hor, nil, 0, 4    ; Whe
Printing Press,     4, 2,  Alp, nil, 0, 3    ; Wri
Modern Technology,  1, 0,  Alp, nil, 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 
Not British,        3, 0,  nil, no,  0, 0    ; X1 
Not French,         3, 0,  nil, no,  0, 0    ; X2 
Not Russian,        3, 0,  nil, no,  0, 0    ; X3 
Not Spanish,        3, 0,  nil, no,  0, 0    ; X4 
Not Prussian/Aus,   3, 0,  nil, no,  0, 0    ; X5 
Not Ottaman,        3, 0,  nil, 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,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Church,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Local Magistrate,          8, 1,    CoL,
City Walls,                8, 0,    Mas,
Water surply,              8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    Cer,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no, 
Mosque,                   10, 4,    Cst,
Mill,                     20, 4,    Cst,
Factory,                  32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Intenisve irrigation,      8, 3,    Rfg,
Railway station,          20, 5,    Phi,
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    no, 
Fishing warf,              6, 1,    Sea,
Shipping fleet,           16, 3,    no, 
Airport,                  16, 3,    no, 
Recruitment center,        6, 2,    no, 
Port,                      8, 3,    Ast,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Trade Goods),            60, 0,    Cor,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Industrial Revolution,    20, 0,    no, 
Nelsons Reforms,          20, 0,    Map,
Great Library,            30, 0,    Lit,
Papal blessing,           30, 0,    Mys,
Great Wall,               30, 0,    no, 
Arc de triumph,           30, 0,    Feu,
New factories,            30, 0,    Eng,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    Cer,
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Bro,
J. S. Bach's Cathedral,   40, 0,    Cst,
Isaac Newton's College,   40, 0,    Phy,
Adam Smith's Trading Co., 40, 0,    Eco,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Revoultionary fervour,    60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Revouloutionary docterin, 60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
Alp,        ; Hanging Gardens
nil,        ; Industrial Revolution
nil,        ; Nelsons Reforms
Alp,        ; Great Library
nil,        ; Papal blessing
no,         ; Great Wall
Alp,        ; Arc de triumph
nil,        ; New factories
Alp,        ; Marco Polo's Embassy
Alp,        ; Michelangelo's Chapel
Alp,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Alp,        ; Leonardo's Workshop
Alp,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
Alp,        ; Adam Smith's Trading Co.
no,         ; Darwin's Voyage
no,         ; Statue of Liberty
no,         ; Eiffel Tower
nil,        ; Revoultionary fervour
no,         ; Hoover Dam
no,         ; Manhattan Project
no,         ; United Nations
no,         ; Apollo Program
no,         ; SETI Program
nil,        ; Revouloutionary docterin


;
;    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
Peasents,     nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, Ato, 000000000000000
Militia,      nil, 0,  1.,0,  3a,1d,  1h,1f,  1,0,  1, Bro, 000000000000000
Conscript inf,nil, 0,  1.,0,  2a,4d,  1h,1f,  2,0,  1, War, 000000000000000
Scots guard,  X1,  0,  1.,0,  6a,4d,  2h,1f,  8,0,  0, Ato, 000000001000010
English inf,  X1,  0,  1.,0,  5a,2d,  2h,1f,  4,0,  1, Ato, 000010000000000
Young guard,  X2,  0,  2.,0,  5a,3d,  2h,1f, 14,0,  0, Fun, 000010001000011
French Inf,   X2,  0,  1.,0,  5a,3d,  2h,1f,  4,0,  1, Aut, 000000000000000
Old guard,    nil, 0,  1.,0,  8a,4d,  2h,1f, 10,0,  0, Env, 000111000000000
Partisans,    nil, 0,  1.,0,  3a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Prussian Inf, X5,  0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, Cmb, 000001001000000
Spanish inf,  X4,  0,  1.,0,  3a,3d,  2h,1f,  5,0,  1, E1,  000011000000011
Russian inf,  X3,  0,  1.,0,  4a,4d,  2h,1f,  2,0,  0, Amp, 000000000000000
Turkish inf,  X6,  0,  2.,0,  4a,3d,  2h,1f,  3,0,  1, CA,  000010001000000
Arabs,        X6,  0,  2.,0,  5a,2d,  2h,2f,  7,0,  1, CA,  000000000000000
LT. Horse,    nil, 0,  3.,0,  4a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
Heavy horse,  nil, 0,  2.,0,  5a,2d,  2h,1f,  4,0,  0, Whe, 000000000000000
British Cavalry,X1,  0,  2.,0,  6a,3d,  1h,2f,  6,0,  0, Ato, 000000000000001
French Cavalry,X2,  0,  2.,0,  5a,2d,  2h,2f,  6,0,  0, Aut, 000010000000000
Prussian Cavalry,X5,  0,  2.,0,  5a,2d,  2h,1f,  6,0,  0, Cmb, 000010000000000
Spanish Cavalry,X4,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, E1,  000001000000000
Ottaman horse,X6,  0,  2.,0,  5a,3d,  2h,1f,  6,0,  0, CA,  000000000000010
Russian Cavalry,X3,  0,  3.,0,  5a,3d,  2h,2f,  8,0,  0, Amp, 000000001000000
Field Artilary,nil, 0,  2.,0,  5a,2d,  1h,2f,  6,0,  0, Mat, 000000000000000
9lb Artilary, nil, 0,  1.,0,  6a,1d,  2h,2f,  6,0,  0, Met, 000000000000000
12lb Artilary,nil, 0,  1.,0,  9a,2d,  2h,3f,  8,0,  0, Too, 000000000000000
Coastal Cannon,nil, 0,  0.,0,  0a,3d,  4h,2f, 10,0,  1, Env, 000000001000000
Observation baloon,Too, 1,  7.,2,  0a,2d,  3h,0f, 12,0,  3, Aut, 000000000010001
General,      nil, 0,  3.,2,  9a,4d,  2h,2f, 50,0,  0, Env, 000000000000011
Wellington,   nil, 0,  3.,0, 12a,10d, 2h,2f, 10,0,  0, Env, 000000000000001
Napoleon,     nil, 0,  2.,0, 14a,9d,  2h,2f, 99,0,  0, Env, 000000000000001
Lancers,      nil, 0,  3.,2,  8a,4d,  2h,2f, 14,0,  0, Fun, 000000000000001
3rd class frig,nil, 2,  3.,0,  2a,1d,  1h,1f,  6,1,  4, Map, 100000000001000
2nd class frig,nil, 2,  3.,0,  3a,1d,  1h,1f,  8,1,  2, Ast, 100000000001000
Three decker, nil, 2,  4.,0,  4a,2d,  1h,1f, 10,0,  2, Nav, 100000000000000
1st class frig,nil, 2,  5.,0,  5a,3d,  1h,1f, 12,2,  2, Nav, 100000000000000
Nelson,       nil, 2,  5.,0,  8a,4d,  3h,2f, 99,0,  2, Env, 100000000000000
Cossaks,      X3,  0,  2.,0,  7a,2d,  2h,1f,  6,0,  0, Amp, 100000000000001
Fortress,     nil, 0,  0.,0,  0a,2d,  5h,3f, 80,0,  1, Env, 000000000000001
7 years veterens,X5,  0,  2.,0,  7a,4d,  2h,2f, 15,0,  0, Cmb, 000010000000000
City Defenders,nil, 0,  0.,0,  0a,2d,  4h,2f, 16,0,  1, Mas, 000000000000000
Bourbon Infantry,nil, 0,  2.,0,  4a,3d,  2h,1f,  6,0,  1, Env, 000000000000000
Armeinians,   nil, 0,  1.,0,  3a,4d,  2h,1f,  4,0,  0, Env, 000010000000000
Berbers,      nil, 0,  4.,0,  6a,3d,  2h,1f,  5,8,  0, Env, 000000000000000
Camels,       nil, 0,  2.,1,  5a,3d,  2h,2f,  6,0,  0, Env, 000011000000000
Grenadiers,   nil, 0,  1.,1,  5a,4d,  2h,1f, 10,0,  0, Feu, 000001001000100
Costal denfenders,no,  2,  0.,0,  0a,5d,  3h,1f,  6,0,  1, Ast, 000000000000010
Blockcade,    no,  2,  0.,0,  0a,45d, 5h,5f, 99,0,  6, no,  000000000000011
Trade Mission,nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Merchantman,  nil, 2,  4.,0,  0a,2d,  1h,1f,  8,0,  7, Cor, 000000000000010
Exploring officier,nil, 0,  2.,0,  0a,2d,  1h,1f,  3,0,  0, Sea, 000001000001010
Templar knight,nil, 0,  0.,0,  0a,2d,  1h,1f, 34,0,  0, Env, 000000000000000
Royal Irish,  X1,  0,  2.,0,  4a,3d,  2h,1f,  6,1,  0, Ato, 000001001000010
Austrian Inf, X5,  0,  2.,4,  4a,3d,  2h,1f,  4,0,  0, Cmb, 000000000000000
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,  2,1,1,   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,  3,5,  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
Scrub,      1,2,  1,1,0,   yes, 2, 6, 1,   no,  1,15,  1,  Pln,   ; Gla
Swamp,      2,1,  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,
Wheat,      1,2,  1,3,0,
Oasis,      1,2,  2,1,0,
Phesant,    2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,2,  0,1,6,
Buffalo,    1,2,  3,1,0,
Seals,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Sheep,      1,2,  3,1,0,
Desert Oil, 1,2,  2,1,0,
Deer,       2,3,  1,2,3,
Grapes,     2,4,  1,0,4,
Iron ore,   3,5,  0,4,0,
Game,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Banana,     2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Mrs.
Despotism,      Emperor,     Emperess
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Emperor,     Emperess
Republic,       Lord,        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
Various,      Various,             0, 1, 1, Others,      Other,   0, -1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Alexanda,     Alexanda,            0, 2, 3, Russians,    Russian,   0, -1, -1,
Imperatrix,   Hammurabi,           0, 3, 3, Ishtari,     Babylonians, 1,  1, -1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
German,       Archbishop,          1, 4, 0, Archbishop,  Chancellor, -1, -1,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Various,      Various,             0, 5, 1, Prussians,   Prussian, -1, -1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
American,     Reverend,            1, 6, 1, Reverend,    Speaker,     1,  1, -1,     6, Prime Minister, Prime Minister
Hippolyta,    Greeks,              0, 7, 2, Greek,       Prime Minister,-1, -1,  0,     2, Maharaja, Maharaja,
Indira Gandhi,Indians,             1, 1, 3, Indian,      Maharaja,    1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Russian,      Czar,                0, 2, 0, Czarina,     Patriarch,   1,  0,  0,
Napoleon,     Napoleon,            0, 3, 3, French,      French,       1,  1, -1,     4, Archbishop, Archbishop, 6, Premier, Premier
French,       Archbishop,          0, 4, 0, Archbishop,  Premier,     0, -1,  1,
Premier,      Montezuma,           0, 5, 2, Nazca,       Aztecs,      0,  0,  1,     3, Chairman, Chairperson
Wellington,   Wellington,          1, 6, 3, English,     English,    0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
English,      Lord Protector,      0, 7, 0, Lady Protector,Prime Minister, 1,  1, -1,
Prime Minister,Genghis Khan,       1, 1, 0, Bortei,      Mongols,    -1,  1,  0,     4, Druid, Druid
Boadicea,     Celts,               0, 2, 2, Celtic,      Druid,       1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Japanese,     Shogun,              1, 3, 3, Shogun,      Prime Minister, 1,  1,  0,     1, Warlord, Warlord
Ferdinand,    Ferdinand,           1, 4, 3, Spainish,    Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Isabella,     Spanish,             0, 5, 0, Spanish,     Archbishop,  0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Persian,      Shah,                0, 6, 1, Shah,        Ayatollah,   0,  0, -1,
Pasha,        Pasha,               0, 7, 0, Ottaman Turks,Ottoman,    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
Slaves,
Gold,
Cattle,
Opium,
Silver,
Weapons,
Iron,
Steel,
Wool,
Limestone,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,


@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
Private
Sergent
Captin
Major
Colonel
General

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













