;
;   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
15      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
20      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
10      ; 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
0       ; Percent shield penalty for production type change
7       ; Max paradrop range
50      ; 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
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Superstructures,    3, 5,  Cor, Rob, 3, 2    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         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,  FP,  U1,  3, 3    ; FT 
Micro Robotics,     4,-1,  Rob, Cmp, 3, 4    ; U1 
Cybernetics,        3,-3,  Gen, U1,  3, 0    ; U2 
Cloning,            5, 3,  Gen, nil, 3, 3    ; U3 
Adv. Refining,      3, 0,  U1,  Ref, 3, 4    ; X1 
Special Operations, 3,-4,  Tac, NF,  3, 0    ; X2 
Arctic Warfare,     5,-2,  U1,  X2,  3, 0    ; X3 
Terraforming,       3, 3,  X5,  Env, 3, 2    ; X4 
Oceanography,       1, 2,  Sea, Cmp, 3, 3    ; X5 
Science Stations,   3, 1,  X5,  nil, 3, 3    ; X6 
Orbital Weaponry,   5,-4,  U1,  SFl, 3, 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,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Stadium,                  10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Geothermal Plant,         32, 4,    Env,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Naval Yard,                8, 3,    Amp,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Fishing Industry,         20, 0,    Map,
Althing,                  20, 0,    Rep,
Alaska Oil Pipeline,      20, 0,    Ref,
Weather Satellites,       20, 0,    Cmp,
Mount McKinley,           30, 0,    nil,
Championship Dog Derby,   30, 0,    Tac,
Eric The Red's House,     30, 0,    Mas,
Thule Strategic Air Base, 30, 0,    AFl,
Ivigtut Cryolite Mines,   30, 0,    Eng,
Inuit Circumpolar Conf.,  20, 0,    Tra,
Russian Fishing Monopoly, 40, 0,    MT, 
Science Stations,         30, 0,    Ast,
Magnetic North Pole,      40, 0,    Nav,
Sognarfjorden,            30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
Pr.Wales Heritage Centre, 40, 0,    Uni,
University of Alaska,     40, 0,    ToG,
Alaska Railroad/Highway,  40, 0,    Eco,
Arctic College,           40, 0,    RR, 
Legisltv. Assy. Building, 40, 0,    Dem,
Auyuttuq National Park,   30, 0,    Min,
First Woman President,    60, 0,    Ind,
Thermal Power Plants,     60, 0,    E2, 
Moscow Project,           60, 0,    NF, 
United Nations,           60, 0,    Dem,
Apollo Program,           60, 0,    SFl,
SETI Program,             60, 0,    Cmp,
New Atlantis,             60, 0,    X4, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Fishing Industry
nil,        ; Althing
nil,        ; Alaska Oil Pipeline
nil,        ; Weather Satellites
Cur,        ; Mount McKinley
nil,        ; Championship Dog Derby
Met,        ; Eric The Red's House
nil,        ; Thule Strategic Air Base
nil,        ; Ivigtut Cryolite Mines
nil,        ; Inuit Circumpolar Conf.
nil,        ; Russian Fishing Monopoly
nil,        ; Science Stations
nil,        ; Magnetic North Pole
nil,        ; Sognarfjorden
Aut,        ; Leonardo's Workshop
nil,        ; Pr.Wales Heritage Centre
nil,        ; University of Alaska
nil,        ; Alaska Railroad/Highway
nil,        ; Arctic College
nil,        ; Legisltv. Assy. Building
nil,        ; Auyuttuq National Park
nil,        ; First Woman President
nil,        ; Thermal Power Plants
nil,        ; Moscow Project
X7,         ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; New Atlantis


;
;    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
Minor City,   nil, 0,  0.,0,  0a,6d,  2h,2f,  4,0,  1, no,  000000000000011
Constructors, nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000001000000000
Militia,      nil, 0,  1.,0,  3a,4d,  2h,1f,  3,0,  1, nil, 000000000000000
Infantry,     nil, 0,  1.,0,  5a,5d,  1h,1f,  5,0,  1, Cmn, 000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Legion,       nil, 0,  3.,0, 10a,5d,  2h,2f, 12,0,  0, U3,  000011100000000
Machine Gunner,nil, 0,  1.,0,  3a,7d,  2h,1f,  5,0,  1, CA,  000000000000000
Commando,     nil, 0,  4.,0,  6a,4d,  2h,2f,  7,0,  0, X2,  000011000000010
Blimp,        nil, 1,  8.,0,  7a,3d,  2h,2f,  7,0,  1, Fun, 100010000010001
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Arctic Troops,nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Tac, 000001000000000
Riflemen,     nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Navy SEALs,   nil, 0,  2.,0,  8a,6d,  2h,2f,  7,0,  0, Amp, 000011000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Patrol,       nil, 0,  3.,0,  2a,2d,  2h,1f,  2,0,  0, Rad, 100001000000001
Adv. Mech Inf.,nil, 0,  3.,0,  6a,6d,  3h,2f,  6,0,  0, Rfg, 000001000000000
Tank,         Stl, 0,  2.,0,  8a,4d,  2h,2f,  6,0,  0, RR,  000000000000000
Sherman,      Mob, 0,  3.,0, 10a,4d,  2h,2f,  7,0,  0, Stl, 000000001000000
Panther,      Mob, 0,  3.,0,  9a,5d,  2h,2f,  7,0,  0, Stl, 000010000000000
Armor,        X3,  0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Adv. Armor,   X7,  0,  3.,0, 10a,5d,  3h,1f,  9,0,  0, X3,  000001000000000
Stealth Armor,nil, 0,  4.,0, 10a,5d,  3h,1f, 10,0,  0, X7,  000001000000011
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Too, 000000001000000
Mobile SAM,   nil, 0,  2.,0,  8a,4d,  2h,3f,  7,0,  0, Roc, 010000000010000
MLRS,         nil, 0,  2.,0, 10a,2d,  2h,3f,  7,0,  1, Rob, 010000001010000
Mobile C. Msl.,nil, 0,  2.,0, 18a,2d,  2h,3f, 10,0,  0, Mob, 000000001011000
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
Bomber,       Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, AFl, 000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001
Patrol Boat,  nil, 2, 10.,0,  5a,4d,  2h,2f,  5,0,  2, Sea, 100000000000001
Fishing Boat, nil, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, Map, 000000000000010
Troop Transp.,nil, 2,  8.,0,  0a,3d,  3h,1f,  4,6,  4, Mag, 000000000100001
Frigate,      nil, 2,  7.,0,  4a,3d,  2h,2f,  6,0,  2, Mag, 000000000000001
Icebreaker,   nil, 2,  4.,0,  2a,5d,  2h,1f,  5,2,  4, SE,  000000000000010
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, E1,  100000000000001
Cruiser,      X5,  2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, Stl, 100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, X5,  110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 010000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Mines,        nil, 2,  1.,0, 12a,1d,  2h,2f,  5,0,  0, SE,  001000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Freight,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Supply Truck, nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Scout,        nil, 0,  5.,0,  0a,1d,  1h,1f,  3,0,  0, Gue, 000001000000011
Flamethrower, nil, 0,  1.,0, 12a,1d,  2h,2f,  6,0,  0, Ref, 000000000000000
Bazookamen,   nil, 0,  2.,0,  9a,5d,  2h,2f,  8,1,  0, Roc, 000000000000000
Rocketlauncher,nil, 0,  1.,4,  8a,4d,  2h,3f,  6,0,  0, Csc, 000000000000000
AWACS,        nil, 1, 25.,1,  8a,8d,  3h,3f, 16,0,  3, AFl, 000000000000000
Satellite,    nil, 1, 12.,0,  0a,2d,  2h,1f,  8,0,  3, SFl, 100000000000011
IG Patrol,    nil, 0,  2.,0,  5a,7d,  2h,2f, 10,0,  1, X6,  010011000010001
Saucer Fighter,nil, 1, 15.,0, 12a,6d,  3h,3f, 20,0,  0, X7,  110000000010001
Comm. Carrier,nil, 1, 20.,0, 16a,8d,  2h,2f, 25,0,  3, X7,  110000011010001
Comm. Frigate,nil, 1, 25.,0, 11a,8d,  2h,2f, 25,0,  3, X7,  110000001010001
Space Station,nil, 1,  1.,0, 18a,8d,  3h,3f, 25,0,  3, X7,  010010001010011
Mechwalker,   nil, 0,  3.,0, 13a,8d,  2h,3f, 20,0,  0, X7,  000011100010101

;
; 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
Pack Ice,   3,1,  1,0,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; 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,  For,   ; 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,  Grs,   ; 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
Icebergs,   2,3,  0,1,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Open Water, 1,2,  3,1,0,
Cattle,     1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Trapping,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Cryolite,   2,2,  0,4,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Ocean Oil,  1,2,  0,4,0,
Dairy,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Logging,    2,3,  1,4,2,
Sheep,      2,4,  2,2,1,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Game,       2,2,  3,1,0,
Geothermal, 2,3,  1,3,4,
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, 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, 2, 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,
Hakhamanish,  Jove,                1, 1, 0, Aryans,      Aryan,       0,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, 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,
Cunobelin,  Boadicea, 1, 1, Celts,      Celtic,     -1,  1,  0,     4, Druid, Druid


;
;   Trading Commodities
;
@CARAVAN
Hides,
Wood,
Whale Meat,
Cloth,
Salt,
Coal,
Copper,
Pumice,
Minerals,
Plutonium,
Silver,
Cryolite,
Gems,
Gold,
Oil,
Uranium,


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


@DIFFICULTY
Constable
Mayor
Governor
Senator
President
Consul

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













