;
;   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
4       ; 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
35      ; 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
5       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
10      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
9       ; 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
Fall of the Khalifa,4,-2,  no,  no,  3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Adv. Shipbuilding,  3,-2,  Nav, Eng, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Lancers,            4,-1,  Hor, Fli, 2, 3    ; Ato
Fall of Byzantium,  6,-1,  no,  no,  3, 4    ; Aut
Taxation,           4, 1,  Tra, Cmn, 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
Feudalism I,        4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Turkut Qut & Toru,  5,-1,  no,  no,  2, 4    ; Cmb
Imperium,           5, 0,  Phi, Mon, 2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Alans Conquered,    7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Lombards Conquered, 4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Advanced Trade,     4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Greek Fire,         4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  Cmn, Map, 3, 0    ; Esp
Adv. Engineers,     5, 0,  Eng, Uni, 2, 4    ; Exp
Patronage,          4,-1,  War, Mon, 0, 0    ; Feu
Mercenary Armies,   4,-1,  Tra, War, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  nil, 1, 2    ; Fun
Caucasics conquered,3, 0,  no,  no,  3, 3    ; FP 
Advanced Medicine,  3, 2,  Med, Phi, 3, 3    ; Gen
Insurrection,       4, 1,  Cmn, Tac, 3, 0    ; Gue
Advanced Smithing,  8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Roman Architechture,6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Arab Unity,         4,-1,  no,  no,  3, 2    ; Lab
Vikings,            4, 0,  Sea, no,  3, 3    ; Las
Feudalism II,       5,-1,  Chi, Cmn, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Seigeworks,         4,-2,  Eng, nil, 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
Adv. Seige Engines, 5, 0,  Too, nil, 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,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  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,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Adv. Irrigation I,  4, 0,  Cst, nil, 1, 4    ; Plu
Shamanism,          4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            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
Adv. Irrigation II, 3, 1,  Plu, no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Assasins,           4, 1,  Esp, nil, 3, 3    ; SFl
Camel Domestication,3,-2,  nil, nil, 3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Huskarlar System,   4, 1,  Las, no,  3, 3    ; Sup
Tactics,            6,-1,  Uni, Chi, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Unreachable Tech,   4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
Academics,          5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  no,  Rec, 3, 3    ; FT 
Judaism,            3, 0,  no,  no,  0, 2    ; U1 
Spirit of Jihad,    3, 0,  nil, Fun, 0, 0    ; U2 
Heavy Cavalry,      3, 0,  Hor, X1,  0, 0    ; U3 
Heavy Armors,       3, 0,  Inv, Met, 0, 0    ; X1 
Imperial Church,    3, 0,  MT,  Cmn, 0, 0    ; X2 
Papal Church,       3, 0,  MT,  X4,  0, 0    ; X3 
Romanitas,          3, 0,  Phi, Cmn, 0, 0    ; X4 
Adv. Seafaring,     3, 0,  Sea, Ast, 0, 0    ; X5 
Industry I,         3, 0,  Tra, nil, 0, 0    ; X6 
Industry II,        3, 0,  X6,  Eng, 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,                  5, 1,    War,
Granary,                   7, 1,    Pot,
Religious Center,          5, 1,    Cer,
Marketplace,               9, 1,    Cur,
Library,                   9, 1,    Wri,
Law Court,                 9, 1,    CoL,
City Walls,                9, 0,    Mas,
Aqueduct,                  9, 2,    Plu,
Treasury,                 14, 3,    Ban,
Citadel,                  13, 3,    Chi,
Academy,                  17, 3,    Uni,
Mass Transit,             16, 4,    no, 
Colosseum,                12, 4,    Cst,
Smithy,                   23, 4,    X6, 
Foundry,                  35, 6,    X7, 
Imperial Surgeons,        30, 4,    Gen,
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Trade Guilds,             18, 4,    Eco,
Sewer System,             13, 2,    San,
Advanced Irrigation,      10, 3,    Rfg,
Toll Collection,          20, 5,    X4, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,         12, 1,    X5, 
Solar Plant,              32, 4,    no, 
Docks,                     8, 1,    Sea,
Port Taxation,            18, 3,    Ban,
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Shipyards,                10, 3,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Tariff enforcement,       60, 0,    Eco,
Pyramids,                 22, 0,    Mas,
Papal Church,             22, 0,    X3, 
Great Slave Market,       22, 0,    Eco,
Pharos,                   22, 0,    Map,
Imperial Archives,        34, 0,    Cmn,
Abbasid Capital,          34, 0,    U2, 
Theodosius' Wall,         34, 0,    Mas,
Turkic Hordes,            34, 0,    PT, 
Khaganate,                34, 0,    PT, 
Roman Legacy,             24, 0,    X4, 
Hagia Sophia,             46, 0,    X2, 
Carolingian Patronage,    36, 0,    Cmn,
Viking Seafarers,         46, 0,    X5, 
The Old City,             30, 0,    MT, 
Theme System,             46, 0,    Cmn,
Qu'ran,                   46, 0,    U2, 
Andalusian Universities,  40, 0,    Uni,
Gate of the Silk Road,    46, 0,    nil,
Conversion to Judaism,    40, 0,    U1, 
Aix-le-Chapelle,          40, 0,    Cmn,
Imperial Prestige,        30, 0,    X4, 
Khan Krum's Goblet,       60, 0,    PT, 
Chivalry,                 60, 0,    Ldr,
Manhattan Project,        60, 0,    no, 
Jihad Mentality,          60, 0,    U2, 
Kara Kaia,                60, 0,    PT, 
Scientific Method,        60, 0,    no, 
Talmudic Academies,       60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
no,         ; Papal Church
no,         ; Great Slave Market
Mag,        ; Pharos
no,         ; Imperial Archives
no,         ; Abbasid Capital
no,         ; Theodosius' Wall
Ldr,        ; Turkic Hordes
no,         ; Khaganate
no,         ; Roman Legacy
nil,        ; Hagia Sophia
no,         ; Carolingian Patronage
no,         ; Viking Seafarers
no,         ; The Old City
no,         ; Theme System
AFl,        ; Qu'ran
nil,        ; Andalusian Universities
nil,        ; Gate of the Silk Road
nil,        ; Conversion to Judaism
nil,        ; Aix-le-Chapelle
Aut,        ; Imperial Prestige
Aut,        ; Khan Krum's Goblet
Alp,        ; Chivalry
nil,        ; Manhattan Project
U1,         ; Jihad Mentality
Alp,        ; Kara Kaia
nil,        ; Scientific Method
Alp,        ; Talmudic Academies


;
;    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
Peasants,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    no,  0,  3.,0,  0a,2d,  2h,1f,  5,0,  5, Exp, 000000000000000
Warriors,     Feu, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  1, nil, 000000000000000
Garrison,     no,  0,  0.,0,  1a,2d,  1h,1f,  3,0,  1, Iro, 000000000000001
Foot Archers, no,  0,  2.,0,  3a,2d,  1h,1f,  4,0,  1, War, 000000000000001
Legion,       no,  0,  3.,0,  5a,3d,  1h,1f,  6,0,  1, X4,  000000000000000
Spearmen,     no,  0,  2.,0,  3a,3d,  2h,1f,  5,0,  1, Feu, 000010000000000
Arab Infantry,no,  0,  3.,0,  4a,2d,  2h,1f,  4,0,  1, U2,  000000000000000
Fanatics,     no,  0,  2.,0,  6a,1d,  1h,1f,  3,0,  0, Fun, 000100000000000
Rebels,       no,  0,  1.,0,  4a,2d,  1h,1f,  5,0,  1, Gue, 000001000000010
Heavy Infantry,nil, 0,  1.,0,  4a,4d,  2h,1f,  6,0,  0, X1,  000001000000000
Jarl,         nil, 0,  1.,0,  9a,5d,  3h,1f, 40,0,  1, no,  000001000000111
Jomsviking,   nil, 0,  1.,0,  7a,2d,  2h,1f,  5,0,  0, Las, 000001000000110
Greek Firemen,nil, 0,  1.,0,  5a,7d,  2h,1f, 10,0,  1, E2,  000000010000001
Alanii,       nil, 0,  4.,0,  6a,3d,  2h,1f,  4,0,  0, Csc, 000000000000011
Bedouin,      Ldr, 0,  2.,0,  4a,4d,  1h,1f,  3,0,  0, Lab, 000001000000011
Ordu,         Ldr, 0,  2.,0,  7a,5d,  2h,1f,  6,0,  0, Cmb, 000001000000011
Lancers,      nil, 0,  4.,0,  5a,5d,  2h,1f,  6,0,  0, Ato, 000010000000001
Cataphractii, Ldr, 0,  3.,0,  7a,5d,  2h,1f,  8,0,  0, X4,  000000000000000
Knights,      no,  0,  4.,0,  7a,3d,  2h,1f,  6,0,  0, U3,  000000000000000
Horse Archers,no,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Hor, 000001000000011
Raiders,      no,  0,  2.,0,  8a,0d,  1h,1f,  6,0,  0, Tac, 000001001000011
Cameleers,    nil, 0,  2.,0,  4a,2d,  1h,1f,  3,0,  0, Sth, 000001000000011
Ballistae,    Too, 0,  2.,0,  8a,1d,  1h,1f,  5,0,  0, Mat, 000000000000000
Mangonal,     MP,  0,  2.,0, 10a,1d,  2h,1f,  8,0,  0, Too, 000000000000000
Trebuchet,    nil, 0,  2.,0, 12a,1d,  2h,2f, 10,0,  0, MP,  000000011000001
Emperor,      nil, 0,  0.,0,  0a,9d,  3h,2f, 40,0,  1, no,  000000001000000
Mercenaries,  nil, 0,  4.,1,  6a,2d,  2h,1f,  5,0,  0, Fli, 000000000000010
Bezerkyr,     SFl, 0,  2.,2, 12a,0d,  2h,2f, 12,0,  0, Las, 001000000000010
Village,      nil, 0,  0.,0,  0a,2d,  2h,1f, 30,0,  0, no,  100000000000001
Tribesmen,    Mon, 0,  4.,1,  3a,3d,  1h,1f,  5,0,  5, nil, 000000000000001
Caucasian Inf.,nil, 0,  1.,2,  3a,4d,  1h,2f,  6,0,  0, FP,  000001000000011
Bireme,       Nav, 2,  7.,0,  3a,2d,  1h,1f,  6,4,  4, Map, 000000000100000
Longship,     nil, 2, 16.,0,  5a,4d,  2h,1f,  6,3,  4, X5,  100000000000000
Dhow,         X4,  2,  4.,0,  0a,2d,  1h,1f,  4,3,  4, Lab, 000000000100000
War Galley,   nil, 2,  9.,0,  6a,4d,  2h,1f,  7,2,  2, Amp, 000000000000000
Fire Galley,  nil, 2,  5.,0,  4a,4d,  3h,1f,  8,0,  2, E2,  000000010001000
Greek Fire,   nil, 1,  2.,0, 30a,0d,  3h,2f, 12,0,  0, E2,  001000000000000
Excubitorii,  nil, 0,  5.,0,  7a,6d,  2h,2f, 40,0,  1, no,  100000000000001
Transport,    nil, 2,  8.,0,  0a,4d,  2h,1f,  4,8,  4, Sea, 110000000000001
Warlord,      nil, 0,  4.,0,  8a,2d,  2h,2f, 16,0,  0, no,  000000000000001
Berbers,      AFl, 0,  2.,0,  8a,3d,  1h,2f,  9,0,  0, Lab, 000001000000001
Pirate,       nil, 0,  2.,0,  8a,1d,  2h,1f,  9,0,  0, Sea, 000000000000110
Nomads,       Exp, 0,  5.,0,  5a,3d,  3h,1f,  6,8,  5, Cmb, 000000000000011
Assasin,      nil, 0,  2.,1, 18a,0d,  1h,3f,  9,0,  0, SFl, 001001000000010
Plague,       nil, 1, 16.,1, 99a,0d,  1h,1f, 70,0,  0, no,  001000000000000
Cleric,       nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  6, MT,  000001000000010
Spy,          nil, 0,  2.,0,  0a,2d,  1h,1f,  7,0,  6, Esp, 000001000000011
Caravan,      nil, 0,  2.,0,  0a,3d,  2h,1f,  5,0,  7, Tra, 000001000000011
Merchant Ship,nil, 2,  5.,0,  0a,3d,  2h,1f,  6,2,  4, Tra, 000000000000010
Explorer,     nil, 0,  2.,0,  2a,2d,  1h,1f,  5,0,  0, Sea, 000001000000010
Khagan,       nil, 0,  0.,0,  0a,10d, 3h,2f, 40,0,  1, no,  000000000000000
King,         nil, 0,  0.,0,  0a,8d,  3h,2f, 30,1,  0, no,  000000000000000
Khalifa,      nil, 0,  0.,4,  0a,8d,  3h,2f, 30,0,  1, no,  000000000000000
Zanj Mercenary,nil, 0,  1.,0,  4a,1d,  2h,1f,  3,0,  0, no,  000001000000000
Celts,        nil, 0,  1.,0,  6a,3d,  2h,1f,  4,0,  0, no,  000001000000000
Germanic Cav.,no,  0,  3.,0,  6a,2d,  2h,1f,  6,0,  0, Cor, 000000000000000
Shaman,       MT,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  6, PT,  000001000000000
Patriarch,    nil, 0,  0.,0,  0a,7d,  2h,1f, 30,0,  1, no,  000000000000000
Khagan Bek,   nil, 0,  3.,0,  9a,7d,  3h,2f, 30,0,  0, no,  000001000000011
General,      nil, 0,  4.,1,  9a,7d,  3h,2f, 30,0,  0, no,  000010001000101
Amir,         nil, 0,  5.,0,  6a,9d,  3h,2f, 30,0,  0, no,  100000000000001

;
; 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.
Tribalism,      Khan,        Tzarina
Monarchy,       Jarl,        Queen
Empire,         Basileus,    Khagan Bek
Theocracy,      Khalifa,     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
Constantine IX,Irene,               0, 1, 1, Byzantine,   East Roman Empire, 0,  1,  1,     1, Dictator, Dictator, 2, Rex, Regina, 3, Basileus, Basileisa, 4, Patriarch, Matriarch
Huran al-Rashid,Schecherezade,       0, 2, 2, Muslim,      Great Islamic Caliphate,-1, -1,  1,        1, Sheikh, Sheikh, 2, Amir, Amira, 3, Khalifa, Khalifa, 4, Khalifa, Khalifa
Theoderic,    Maria,               0, 3, 3, Burgundians, Burgundian,  1, -1,  1,   1, Chieftain, Chieftain, 4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Vladimir,     Zlata,               1, 4, 0, Slavic Tribes,Slavic,      1,  1, -1,     1, Kniaz, Kniaza, 2, Voeved, Voeveda, 3, Czar, Czarina, 4, Patriarch, Patriarch
Kenneth Mac Alpin,Margaret,            0, 5, 0, K. of Albany,Scottish,   -1, -1, -1,     3, High King, High Queen, 4, Abbot, Abbess, 5, Speaker, Speaker
Druthmar,     Anna,                1, 6, 1, Lombards,    Lombard,     0,  1, -1,   4, Pope, Pope,  6, Prime Minister, Prime Minister
Abd er-Rahman,Zahya,               0, 7, 2, al-Andalusi, Andalusian, -1, -1,  0,     1, Sheikh, Sheikh, 2, Amir, Amira, 3, Khalifa, Khalifa, 4, Khalifa, Khalifa
Kaleva,       Naadi,               1, 1, 0, Finnic Tribes,Finnic,      1,  0, -1,     2, Czar, Czarina,
Moshe b. Maimon,Golda Meir,          0, 2, 2, Jews,        Jewish,      1,  0,  0,    1, Nagid, Nagedet, 2, Melech, Malka, 4, Chief Rabbi, Rebbitzen
Kao Shih,     Nima Shih Beg,       0, 3, 3, Uighur Khanate,Uighur,      1,  1,  1,   1, Chavush, Chavusha, 2, Khan, Khatun, 3, Khagan, Sultana, 4, Dalai Lama, Dalai Lama
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Bulan,        Tzitzak,             0, 5, 3, Khazar,      Khazar Khaganate,-1,  1,  1,     1, Yabghu, Yabghuya, 2, Khan, Khatun, 3, Khagan, Bala-Khatun, 4, Chief Rabbi, Rebbitzen
Charlemagne,  Brunnhilda,          1, 6, 3, Frankish,    Frankish Empire, 0,  1,  0,    1, Chieftain, Chieftain, 2, King, King, 3, Imperator, Imperator, 4, Pope, Pope
Sarjuk,       Bortei,              0, 7, 0, Turkic,      Turkic Khanates, 1,  1, -1,     1, Yabghu, Yabghuya, 2, Khan, Khatun, 3, Sultan, Sultana, 4, Imam, Imam
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Rurik,        Helga,               1, 3, 3, Norse,       Norse Kingdoms, 1,  1, -1,     1, Kerl, Kerl, 2, Jarl, Jarl, 3, Kaiser, Kaiser, 4, Archbishop, Archbishop
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 2, 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,
Iron,
Cloth,
Salt,
Coal,
Tin,
Dye,
Wine,
Silk,
Rare Meta,
Spices,
Gems,
Weapons,
Slaves,
Black Pow,


@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
Khan
Rex
Imperator
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













