;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   ****SCENARIO - OPERATION ALLIED FORCE version 3.1****
;
;   Created by Erin Ryan, Jan 31, 2000
;   Special Thanks to Ethan Lowry
;__________________________________________________


;   COSMIC PRINCIPLES

@COSMIC
3       ; Road movement multiplier (was 3)
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)
10      ; City size for first unhappiness at Chieftain level (was 7)
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
500     ; Tech paradigm (higher # slows research) (was 10)
20      ; Base time for engineers to transform terrain (x2)
6       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
15      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
0       ; Percent shield penalty for production type change (was 50)
20      ; 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
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl (NATO)
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp (Kosovo, Serbia, & NATO)
Fuel Depot,         3,-2,  Nav, Tac, 3, 0    ; Amp (NATO)**********Amphibious Warfare**TANK1 FUEL CELL
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast (Kosovo, Serbia, & NATO)
Fuel Depot,         4,-1,  ToG, Phy, 3, 0    ; Ato (NATO)**********Atomic Theory*******JEEP1 FUEL CELL
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut (Serbia & NATO)
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban (Kosovo, Serbia, & NATO)
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri (Kosovo, Serbia, & NATO)
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro (Kosovo, Serbia, & NATO)
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer (Kosovo, Serbia, & NATO)
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che (Kosovo, Serbia, & NATO)
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi (Kosovo, Serbia, & NATO)
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL (Kosovo, Serbia, & NATO)
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA  (NOT DISCOVERED)
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb (Serbia & NATO)
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn (Kosovo, Serbia, & NATO)
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp (NATO)
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc (Serbia, & NATO)
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst (Kosovo, Serbia, & NATO)
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor (Kosovo, Serbia & NATO)
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur (Kosovo, Serbia, & NATO)
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem (Serbia & NATO)
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco (Serbia & NATO)
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1  (Kosovo, Serbia, & NATO)
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2  (Serbia & NATO)
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng (Kosovo, Serbia, & NATO)
Fuel Depot,         3, 1,  Rec, SFl, 3, 0    ; Env (NOT DISCOVERED)**Environmentalism***APC2 FUEL CELL
Elite Training,     2,-1,  Cmn, Dem, 3, 0    ; Esp (Serbia & NATO)
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp (Serbia, & NATO)
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu (Kosovo, Serbia, & NATO)
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli (Serbia, & NATO)
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun (Serbia & NATO)
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP  (NOT DISCOVERED)
Propaganda,         3, 2,  Med, Cor, 3, 2    ; Gen (Serbia & NATO)
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue (Kosovo, Serbia, & NATO)
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun (Kosovo, Serbia, & NATO)
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor (Kosovo, Serbia, & NATO)
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind (Kosovo, Serbia, & NATO)
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv (Kosovo, Serbia, & NATO)
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro (Kosovo, Serbia, & NATO)
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab (Serbia & NATO)
Arkan,              4, 0,  NP,  MP,  3, 3    ; Las (NATO)
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr (Kosovo, Serbia, & NATO)
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit (Kosovo, Serbia, & NATO)
Machine Tools,      4,-2,  Stl, Tac, 3, 0    ; Too (NATO)
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag (Kosovo, Serbia, & NATO)
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map (Kosovo, Serbia, & NATO)
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas (Kosovo, Serbia, & NATO)
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP  (Serbia & NATO)
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat (Kosovo, Serbia, & NATO)
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med (Kosovo, Serbia, & NATO)
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met (Kosovo, Serbia, & NATO)
Miniaturization,    4, 1,  Too, E2,  3, 0    ; Min (NATO)
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob (Serbia & NATO)
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon (Kosovo, Serbia, & NATO)
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT  (Kosovo, Serbia, & NATO)
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys (Kosovo, Serbia, & NATO)
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav (Kosovo, Serbia, & NATO)
Fuel Depot,         6,-2,  Ato, MP,  3, 0    ; NF  (NATO)**********Nuclear Fission*******JEEP2 FUEL CELL
Fuel Depot,         3, 0,  NF,  E2,  3, 0    ; NP  (NATO)**********Nuclear Power*********TANK2 FUEL CELL
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi (Kosovo, Serbia, & NATO)
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy (Kosovo, Serbia, & NATO)
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla (NATO)
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu (NOT USED)
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT  (Kosovo, Serbia, & NATO)
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot (Kosovo, Serbia, & NATO)
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad (Serbia & NATO)
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR  (Kosovo, Serbia & NATO)
Fuel Depot,         2, 1,  MP,  Dem, 3, 0    ; Rec (NATO)**********Recycling************APC1 FUEL CELL
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref (Serbia & NATO)
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg (Kosovo, Serbia, & NATO)
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep (Serbia, & NATO)
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob (NATO)
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc (NATO)
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San (Kosovo, Serbia, & NATO)
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea (Kosovo, Serbia, & NATO)
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl (NATO)
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth (NATO)
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE  (Kosovo, Serbia, & NATO)
Air Defense,        4,-1,  E1,  Ind, 2, 4    ; Stl (Serbia & NATO)
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup (NATO)
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac (Kosovo, Serbia, & NATO)
Theology,           3, 2,  MT,  Feu, 1, 2    ; The (Kosovo, Serbia, & NATO)
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG (Kosovo, Serbia, & NATO)
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra (Kosovo, Serbia, & NATO)
University,         5, 1,  Mat, Phi, 1, 3    ; Uni (Kosovo, Serbia, & NATO)
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War (Kosovo, Serbia, & NATO)
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe (Kosovo, Serbia, & NATO)
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri (Kosovo, Serbia, & NATO)
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
Main Air Defense HQ,3, 0,  Rad, Tac, 3, 0    ; U1
Main Air Defense HQ,3, 0,  Rad, Tac, 3, 0    ; U2
Main Air Defense HQ,3, 0,  Rad, Tac, 3, 0    ; U3
SAM HQ - North,     3, 0,  Rad, Tac, 3, 0    ; X1
SAM HQ - Central,   3, 0,  Rad, Tac, 3, 0    ; X2
SAM HQ - South,     3, 0,  Rad, Tac, 3, 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,
Capitol,                  10, 0,    nil,
Military Base,            20, 2,    Csc,
Grain Silos,              6,  1,    Min,
Mosque,                   4,  1,    Cer,
Shopping Center,          8,  1,    Cur,
Library,                  8,  1,    no,
Courthouse,               8,  2,    Min,
City Defenses,            16, 0,    Mas,
Aqueduct,                 8,  2,    Min,
Bank,                     12, 1,    Min,
Cathedral,                12, 1,    Min,
University,               16, 3,    Uni,
Mass Transit,             16, 5,    Min,
Stadium,                  10, 4,    Min,
Factory,                  40, 6,    Min,
Manufacturing Plant,      50, 6,    no,
SDI Defense,              20, 6,    no,
Landfill,                 20, 2,    Min,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    no,
Sewer System,             12, 2,    Min,
Supermarket,               8, 1,    Min,
Freeway,                  20, 5,    no,
Research Lab,             16, 3,    no,
AAA Battery,               8,10,    Stl,
Naval Defenses,            8, 1,    no,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Eco,
Offshore Platform,        16, 3,    no,
Airbase,                  40, 2,    AFl,
Police Station,           6,  6,    no,
Naval Base,               8,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    no,
Pyramids,                 20, 0,    no,
Hanging Gardens,          20, 0,    no,
Colossus,                 20, 0,    no,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
Oracle,                   30, 0,    no,
Great Wall,               30, 0,    no,
Hi-Tech Training,         60, 0,    no,   ;NATO (was Sun Tzu's War Academy)
Wartime Production,       40, 5,    Gen,  ;SERBIA (was King Richard's Crusade)
CIA,                      60, 0,    Esp,  ;NATO (was Marco Polo's Embassy)
Michelangelo's Chapel,    40, 0,    no,
Copernicus' Observatory,  30, 0,    no,
Magellan's Expedition,    40, 0,    no,
Nationalism,              60, 0,    Gen,	
Obsolete Technology,      40, 5,    Inv,  ;SERBIA (was Leonardo's Workshop)
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,
Domestic Support,         60, 0,    Gen, ;NATO (was Women's Suffrage)
Hoover Dam,               60, 0,    E2,  ;NATO
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    SFl, ;NATO
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
nil,        ; Hi-tech Military Training
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy (was Cmn)
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; 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
SA-13,         Cmp, 0,  0.,0,  1a,3d,  1h,15f, 10,0, 1, Stl, 011100000010000 ;missile, fighter, AEGIS, free
SA-13 1b,      U2,  0,  0.,0,  1a,3d,  1h,15f, 10,0, 1,  no, 011100000010000 ;missile, fighter, AEGIS, free
SA-7,          AFl, 0,  1.,0,  3a,1d,  1h,15f, 14,0, 0, Stl, 010001000010010 ;alpine, ZOC, fighter, AEGIS
SA-6,          AFl, 0,  2.,0,  3a,2d,  2h,15f, 12,0, 0, Stl, 010100000010011 ;ZOC, 2-spc vis, fighter, AEGIS, free
SA-13 1a,      U1,  0,  0.,0,  1a,3d,  1h,15f, 10,0, 1,  no, 011100000010000 ;missile, fighter, AEGIS, free
Bridge1,       Cmp, 0,  0.,0,  0a,4d,  3h,1f,  20,0, 1,  no, 000000000000000 ;external bridge
SA-13 Rubble,  Fli, 1,  1.,1,  1a,0d,  1h,1f,  10,0, 1,  X1, 000000000000000 ;SA-13 2a ruins
Infantry,      AFl, 0,  1.,0,  3a,2d,  1h,1f,   3,0, 1, Csc, 000000000000010 ;ZOC
Bridge3,       Cmp, 0,  0.,0,  0a,4d,  3h,1f,  20,0, 1,  no, 000000000000000 ;external bridge
Militia,       Mob, 0,  0.,0,  1a,2d,  1h,1f,  24,0, 1, War, 000000000000010 ;ZOC
M-80A APC,     Rec, 0,  4.,0,  4a,3d,  3h,1f,   8,4, 0, Mob, 000000000000010 ;APC1, ZOC
SA-13 Rubble1, Fli, 1,  1.,1,  1a,0d,  1h,1f,  10,0, 1,  X2, 000000000000000 ;SA-13 2b ruins
Armored Jeep,  Ato, 0,  4.,0,  4a,3d,  2h,2f,   8,0, 0, Mob, 000100000000010 ;JEEP1, ZOC, free
Special Police,AFl, 0,  1.,0,  4a,3d,  2h,1f,   6,0, 0, Esp, 000000000000010 ;alpine, ZOC
KLA,           Mob, 0,  1.,0,  2a,2d,  1h,1f,  40,0, 0, Gue, 000001000000010 ;alpine, ZOC
SA-13 1c,      U3,  0,  0.,0,  1a,3d,  1h,15f, 10,0, 1,  no, 011100000010000 ;missile, fighter, AEGIS, free
Bridge4,       Cmp, 0,  0.,0,  0a,4d,  3h,1f,  20,0, 1,  no, 000000000000000 ;external bridge
Bridge5,       Cmp, 0,  0.,0,  0a,4d,  3h,1f,  20,0, 1,  no, 000000000000000 ;external bridge
Bridge6,       Cmp, 0,  0.,0,  0a,4d,  3h,1f,  20,0, 1,  no, 000000000000000 ;external bridge
SA-13 2a,      X1,  0,  0.,0,  1a,3d,  1h,15f, 10,0, 1,  U1, 001100000010000 ;missile, fighter, free
Bridge7,       Cmp, 0,  0.,0,  0a,2d,  3h,1f,  20,0, 1,  no, 000000000000000 ;internal bridge
Bridge8,       Cmp, 0,  0.,0,  0a,4d,  3h,1f,  20,0, 1,  no, 000000000000000 ;border bridge
B-52,          nil, 1, 42.,3, 16a,8d,  2h,5f,  54,0, 0, AFl, 000000001000001 ;2 spc vis, negates walls
SA-13 2b,      X2,  0,  0.,0,  1a,3d,  1h,15f, 10,0, 1,  U2, 001100000010000 ;missile, fighter, free
M-84A Tank,    Amp, 0,  3.,0,  7a,4d,  3h,3f,  14,0, 0, Mob, 000000000000000 ;TANK1, ZOC
D-30 Howitzer, Too, 0,  2.,0,  9a,3d,  3h,4f,  15,0, 0, Mob, 000000001000010 ;HOW1, ZOC, ignores walls
Bridge9,       Cmp, 0,  0.,0,  0a,2d,  3h,1f,  20,0, 1,  no, 000000000000000 ;internal bridge
A-10,          nil, 1, 12.,6, 12a,5d,  1h,3f,  28,0, 0, AFl, 000000001000000 ;negates walls
SA-13 2c,      X3,  0,  0.,0,  1a,3d,  1h,15f, 10,0, 1,  U3, 001100000010000 ;missile, fighter, free
AH-64,         nil, 1,  8.,8, 12a,4d,  1h,4f,  24,0, 0,  CA, 000000001000000 ;negates walls
F-15,          nil, 1, 32.,2, 14a,8d,  1h,4f,  40,0, 0, AFl, 000000001010001 ;2-spc vis, fighter, negates walls 
F-16,          nil, 1, 23.,2, 13a,7d,  1h,4f,  32,0, 3, AFl, 000000001010001 ;2-spc vis, fighter, negates walls
F-117,         nil, 1, 26.,2, 14a,12d, 1h,4f,  46,0, 3, Sth, 000000001000001 ;2-spc vis, negates walls
B-2,           nil, 1, 32.,3, 18a,14d, 1h,5f,  62,0, 0, Sth, 000000001000001 ;2 spc vis, negates walls
SA-13 Rubble2, Fli, 1,  1.,1,  1a,0d,  1h,1f,  10,0, 1,  X3, 000000000000000 ;SA-13 2c ruins
F-18,          nil, 1, 25.,2, 12a,7d,  1h,4f,  32,0, 3, AFl, 000000001010001 ;2-spc vis, fighter, negates walls
Mig-29,        AFl, 1, 26.,2, 11a,5d,  1h,4f,  80,0, 0,  no, 000000001010001 ;2-spc vis, fighter, negates walls
Bridge10,      Cmp, 0,  0.,0,  0a,2d,  3h,1f,  20,0, 1,  no, 000000000000000 ;internal bridge
Air Defense HQ,Cmp, 0,  0.,0,  0a,2d,  2h,1f,  50,0, 0, Stl, 000000000000000 ;Actual HQ
Air Defense?,  Cmp, 0,  0.,0,  0a,2d,  2h,1f,  20,0, 0,  no, 000000000000000 ;Chinese Embassy
Fuel Depot 1,  Cmp, 0,  0.,0,  0a,1d,  3h,2f,  20,0, 1,  no, 000000000000000 ;JEEP1
LA Class Sub,  SFl, 2,  4.,0,  5a,3d,  2h,2f,  60,0, 2, Rob, 000000000001001 ;sub, 2-spc vis
USS Roosevelt, SFl, 2,  4.,0,  2a,9d,  4h,1f,  60,14,2, Rob, 010000010000001 ;carrier; AEGIS, 2-spc vis
Refugees,      Mob, 0,  1.,0,  0a,1d,  1h,1f,   4,0, 0, nil, 000000000000000 ;female
Cruise Missile,nil, 1, 36.,1, 24a,5d,  1h,4f,  10,0, 0, Roc, 001000001000000 ;missile, negates walls
NA,            Exp, 1, 42.,4, 99a,1d,  1h,1f,  40,0, 0,  no, 001000001000000
Predator,      nil, 1, 42.,8,  0a,50d, 3h,1f,  50,0, 2, SFl, 100000000000001 ;2-spc vis, can see subs
Arkan,         Las, 0,  1.,0,  5a,7d,  4h,2f,  70,0, 6, Esp, 010001000001011 ;2-spc vis, ZOC, sub, alpine, aegis
Fuel Depot 4,  Cmp, 0,  0.,0,  0a,4d,  3h,2f,  20,0, 1,  no, 000000000000000 ;JEEP2 DEPOT
Fuel Depot 2,  Cmp, 0,  0.,0,  0a,1d,  3h,2f,  20,0, 1,  no, 000000000000000 ;APC1 DEPOT
Fuel Depot 5,  Cmp, 0,  0.,0,  0a,4d,  3h,2f,  20,0, 1,  no, 000000000000000 ;APC2 DEPOT
SAM HQ-North,  AFl, 0,  0.,0,  0a,1d,  2h,1f,  40,0, 1, Stl, 000000000000000 ;
SAM HQ-Central,AFl, 0,  0.,0,  0a,1d,  2h,1f,  40,0, 1, Stl, 000000000000000 ;
Fuel Depot 3,  Cmp, 0,  0.,0,  0a,1d,  3h,2f,  20,0, 1,  no, 000000000000000 ;TANK1 DEPOT
Fuel Depot 6,  Cmp, 0,  0.,0,  0a,4d,  3h,2f,  20,0, 1,  no, 000000000000000 ;TANK2 DEPOT
M-84A Tank,    NP,  0,  2.,0,  7a,4d,  3h,3f,  11,0, 0, Amp, 000000000000000 ;TANK2, ZOC
M-84A Tank,    AFl, 0,  1.,0,  7a,4d,  3h,3f,   9,0, 0,  NP, 000000000000010 ;TANK3, ZOC
Armored Jeep,  NF,  0,  3.,0,  4a,3d,  2h,2f,   6,0, 0, Ato, 000100000000010 ;JEEP2, ZOC, free
Armored Jeep,  AFl, 0,  2.,0,  4a,3d,  2h,2f,   4,0, 0,  NF, 000100000000010 ;JEEP3, ZOC, free
M-80A APC,     Env, 0,  3.,0,  4a,3d,  3h,1f,   8,4, 0, Rec, 000000000000010 ;APC2, ZOC
M-80A APC,     AFl, 0,  2.,0,  4a,3d,  3h,1f,   5,4, 0, Env, 000000000000010 ;APC3, ZOC
SAM HQ-South,  AFl, 0,  0.,0,  0a,1d,  2h,1f,  40,0, 1, Stl, 000000000000000 ;
SA-13 site,    Las, 0,  1.,0,  9a,3d,  3h,4f,  7,0,  0, Esp, 000000001000010 

;  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
Unused,     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,  1,1,0,   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
Unused,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Unused,     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
Unused,     1,2,  3,1,0,
Sheep,      1,2,  2,3,1,
Grassland,  1,2,  4,1,1,
Sugar Beets,2,3,  4,1,1,
Coal,       2,4,  0,4,2,
Nickel,     3,6,  0,4,2,
Unused,     1,2,  3,1,0,
Unused,     2,2,  1,1,4,
Unused,     2,3,  1,4,0,
Unused,     2,3,  1,0,4,
Tuna,       1,2,  3,1,2,
Unused,     1,2,  0,4,0,
Rice,       1,2,  2,1,2,
Grassland,  1,2,  2,1,0,
Tobacco,    2,3,  0,2,5,
Chromium,   2,4,  0,4,2,
Gold,       3,6,  0,4,3,
Unused,     1,2,  2,0,3,
Unused,     2,2,  0,4,0,
Unused,     2,3,  3,0,4,
Unused,     2,3,  4,0,1,
Fish,       1,2,  2,2,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Not used,       Emperor,     Empress
Splinter Republic,Mr.,       Ms.
Not used,        Comrade      Comrade
Republic,       President,   President
Not used,       Consul,      Consul
Democracy,      General,     General

;
;   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, 3, Romans,      Roman,       1,  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, 0, 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 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, 0, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 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, 0, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, 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
Tobacco,
Wool,
Rice,
Cloth,
Nickel,
Coal,
Copper,
Iron,
Wine,
Silk,
Silver,
Spice,
Chromium,
Gold,
Oil,
Rice,


@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














