;
;   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
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
6       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
11      ; 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
2       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; 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
Portuguese Revolt,  4,-2,  Rad, Too, 1, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Naval working,      4, 0,  Nav, Eng, 1, 4    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Bayonete,           5,-1,  Mob, X2,  1, 0    ; Aut
Banking,            4, 1,  Tra, nil, 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, nil, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Socialism,          3, 0,  Rep, Eco, 1, 2    ; CA 
French Power,       5,-1,  Ref, no,  1, 0    ; Cmb
Protestantism,      2, 0,  MT,  U1,  1, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Recruitment,        5,-1,  Met, Ban, 1, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no,  Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Mercantilism,       5, 1,  Ban, Ind, 1, 1    ; Dem
Economics,          4, 1,  Uni, Ban, 1, 1    ; Eco
Calculator,         4, 0,  Mat, Inv, 1, 4    ; E1 
Electronics,        4, 1,  E1,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Protestant tech,    0, 0,  AFl, no,  0, 0    ; Env
Espionage,          2,-1,  U2,  Mon, 1, 0    ; Esp
Explosives,         5, 0,  no,  Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Fli, 2, 2    ; Fun
Polish tech,        0, 0,  AFl, no,  0, 0    ; FP 
Catholic tech,      0, 0,  AFl, no,  0, 0    ; Gen
English pike,       0, 0,  AFl, no,  1, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  Inv, Phy, 1, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Sweden tech,        0, 0,  AFl, no,  0, 0    ; Lab
Christianism,       2, 1,  The, nil, 1, 2    ; Las
Leadership,         5,-1,  Tac, nil, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Plu, Tac, 1, 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, no,  3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Che, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Light musket,       5,-1,  X1,  Ldr, 1, 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, no,  3, 4    ; Pla
Plumbing,           4, 0,  Cst, Pot, 1, 4    ; 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, no,  2, 4    ; Ref
Adv. agriculture,   3, 1,  San, CA,  1, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
No Galley,          0, 0,  MT,  Mob, 0, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 1, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Imperial tech,      0, 0,  AFl, no,  0, 0    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, AFl, 2, 3    ; SE 
Adv. Mathematics,   4,-1,  E1,  Uni, 1, 3    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            5,-1,  Chi, Iro, 1, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Stl, 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,  no,  Rec, 3, 3    ; FT 
Press,              5, 2,  Wri, Inv, 1, 3    ; U1 
Diplomacy,          2, 1,  Mon, U3,  1, 2    ; U2 
Politics,           3, 0,  Phi, CoL, 1, 2    ; U3 
Pistol,             4,-1,  Gun, Plu, 1, 0    ; X1 
Art of war,         5,-1,  Too, Cst, 0, 0    ; X2 
Piratery,           6,-2,  X4,  Sea, 0, 0    ; X3 
Colonialism,        3, 0,  Ban, Nav, 1, 1    ; X4 
French mercantilism,3, 0,  Ind, no,  1, 1    ; X5 
French tech,        0, 0,  AFl, no,  0, 0    ; X6 
Spanish tech,       0, 0,  AFl, 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, 5,    no, 
Barracks,                  5, 1,    nil,
Granary,                   6, 1,    Pot,
Chapel,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Academy,                   8, 1,    Wri,
Prison,                    8, 1,    CoL,
Fortification,             8, 0,    Mas,
Well,                      8, 1,    Cst,
Bank,                     12, 2,    Ban,
Catholic church,          12, 4,    Las,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no, 
Protestant church,        10, 2,    Cmn,
Workshop,                 20, 2,    Eco,
Royal Factory,            32,10,    X5, 
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, 2,    Eco,
Sewer System,             12, 1,    San,
Adv. agriculture,          8, 0,    Rfg,
Indian Company,           20,10,    X4, 
Lycee,                    16, 3,    Stl,
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 2,    Met,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Commercial dock,          16, 4,    Dem,
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Dockyard,                  8, 4,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    nil,
Extra taxes,              60, 0,    Dem,
Nottre Dame,              20, 0,    X6, 
Hagia Sophia,             20, 0,    Pot,
Fugger Bank,              20, 0,    Bro,
Columbus“ Voyage,         20, 0,    Map,
Henry Maritime school,    30, 0,    Lit,
The Reform,               30, 0,    Mys,
Hanseatic League,         30, 0,    Mas,
Vikings“ Voyages,         30, 0,    Feu,
Windmill Networks,        30, 0,    Eng,
El Escorial,              20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    MT, 
Cervantes Work,           30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Min,
Leonardo's Workshop,      40, 0,    nil,
The Inquisition,          40, 0,    The,
Isaac Newton's College,   40, 0,    no, 
East Indian Company,      40, 0,    Eco,
Copernicus Observatory,   40, 0,    Alp,
Richelieu Academy,        40, 0,    nil,
Versailles,               30, 0,    X5, 
Acropolis,                60, 0,    Inv,
The Vatican,              60, 0,    Eng,
Tower of London,          60, 0,    Phi,
Erasmo Academy,           60, 0,    Cmn,
Mary am Gestade Church,   60, 0,    SFl,
Protestant Union,         60, 0,    Cmp,
Saint John“s Church,      60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Nottre Dame
nil,        ; Hagia Sophia
nil,        ; Fugger Bank
Mas,        ; Columbus“ Voyage
Map,        ; Henry Maritime school
nil,        ; The Reform
Met,        ; Hanseatic League
nil,        ; Vikings“ Voyages
nil,        ; Windmill Networks
nil,        ; El Escorial
nil,        ; Michelangelo's Chapel
nil,        ; Cervantes Work
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Bri,        ; Leonardo's Workshop
nil,        ; The Inquisition
nil,        ; Isaac Newton's College
nil,        ; East Indian Company
nil,        ; Copernicus Observatory
Ast,        ; Richelieu Academy
nil,        ; Versailles
Alp,        ; Acropolis
Alp,        ; The Vatican
Alp,        ; Tower of London
Ast,        ; Erasmo Academy
Alp,        ; Mary am Gestade Church
Alp,        ; Protestant Union
Alp,        ; Saint John“s Church


;
;    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
Peasant,      Exp, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  5, no,  000000000000000
Propietor,    nil, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, Rfg, 000000000000000
Fortress,     nil, 0,  0.,0,  1a,5d,  2h,2f, 10,0,  1, X2,  000000000000000
Extra fortress,no,  0,  0.,0,  1a,99d, 3h,3f, 24,0,  1, no,  000000000000000
Spa musketeers,Aut, 0,  1.,0,  6a,2d,  2h,1f,  8,0,  0, X7,  000000000000010
Swd musketeers,Aut, 0,  1.,0,  6a,3d,  2h,1f,  6,0,  0, Lab, 000000000000010
Fre musketeers,Aut, 0,  1.,0,  6a,3d,  2h,1f,  5,0,  0, X6,  000000000000010
Arcabussiers, nil, 0,  1.,0,  2a,2d,  1h,1f, 15,0,  1, no,  000000000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Revolt peasant,no,  0,  1.,0, 10a,2d,  1h,1f,  5,0,  0, no,  000001001000010
Eng musketeers,Aut, 0,  1.,0,  7a,2d,  2h,1f, 20,0,  0, no,  000000000000010
Imp musketeers,Aut, 0,  1.,0,  5a,2d,  2h,1f,  6,0,  0, SFl, 000000000000010
Pol musketeers,Aut, 0,  1.,0,  5a,3d,  2h,1f,  8,0,  0, FP,  000000000000010
Pro musketeers,Aut, 0,  1.,0,  5a,3d,  2h,1f,  7,0,  0, Env, 000000000000010
Pro pikemen,  nil, 0,  1.,0,  2a,3d,  1h,1f,  6,0,  1, Env, 000010000000010
Knights,      Tac, 0,  2.,0,  5a,3d,  1h,1f,  7,0,  0, Hor, 000010000000010
Gun knights,  Ldr, 0,  3.,0,  4a,2d,  2h,1f,  6,0,  0, X1,  000000000000010
Swd cavalry,  nil, 0,  3.,0,  9a,2d,  1h,1f,  7,0,  0, Lab, 000000000000010
Trk cavalry,  no,  0,  3.,0, 12a,1d,  2h,1f,  2,0,  0, no,  000000000000010
Calvary,      nil, 0,  2.,0,  7a,3d,  1h,1f,  7,0,  0, Tac, 000000000000010
Dragoons,     nil, 0,  2.,0,  9a,2d,  2h,1f,  9,0,  0, Ldr, 000000000000010
Pikemen,      nil, 0,  1.,0,  3a,4d,  1h,2f,  6,0,  1, Gue, 000010000000010
Muskeeters,   nil, 0,  1.,0,  9a,4d,  2h,1f,  8,0,  0, Aut, 000000000000111
Siegue cannon,nil, 0,  1.,0,  7a,1d,  2h,2f, 15,0,  0, X2,  000000001000010
Cannon,       nil, 0,  1.,0,  9a,1d,  2h,1f, 10,0,  0, Met, 000000000000010
Light cannon, nil, 0,  2.,0,  7a,2d,  2h,1f, 14,0,  0, Too, 000000000000010
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Cossacks,     Mat, 0,  3.,1, 10a,3d,  2h,1f,  2,0,  0, nil, 000000000010001
Trk. Galley,  Map, 2,  6.,2, 12a,3d,  2h,2f,  5,0,  2, nil, 001000000100001
Grey League,  nil, 0,  0.,0,  0a,4d,  1h,1f, 10,0,  1, no,  100000000000001
Revolutionary,nil, 0,  2.,1, 10a,4d,  2h,2f,  2,0,  0, no,  000000001000001
Portuguese,   nil, 0,  0.,2,  1a,1d,  1h,1f, 16,0,  1, no,  000000000000000
Galley,       Rob, 2,  3.,0,  5a,3d,  1h,1f,  7,2,  2, nil, 000000000100000
Pirate,       nil, 2,  7.,0,  7a,3d,  2h,1f, 10,0,  2, X3,  000000000001000
Merchantship, nil, 2,  4.,0,  4a,4d,  2h,1f,  7,4,  4, Csc, 000000000000000
Frigate,      nil, 2,  6.,0,  6a,3d,  2h,1f,  8,1,  2, Mag, 000000000000000
Warship,      nil, 2,  3.,0, 10a,5d,  2h,2f, 13,2,  2, Amp, 000000000000000
Fireship,     nil, 2,  4.,0,  6a,1d,  3h,1f,  8,0,  2, Nav, 001000000000001
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000011
Ambassador,   Esp, 0,  1.,0,  0a,0d,  1h,1f, 20,0,  6, Wri, 000000000000011
Richelieu,    nil, 0,  3.,0,  0a,6d,  2h,1f,  3,0,  6, no,  000000000000011
Merchant,     Cor, 0,  2.,0,  0a,1d,  1h,1f,  7,0,  7, Tra, 000000000000010
Freight,      no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Valido,       nil, 0,  2.,0,  3a,3d,  1h,1f, 15,0,  6, Esp, 000000000000011
Fre pikemen,  nil, 0,  1.,0,  3a,4d,  1h,2f,  8,0,  1, X6,  000010000000010
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Olivares,     nil, 0,  2.,0,  0a,5d,  2h,1f,  4,0,  6, no,  000000000000010
Wallestein,   nil, 0,  2.,0, 20a,3d,  2h,2f,  4,0,  0, no,  000000001000010
Spinola,      nil, 0,  2.,0, 20a,3d,  2h,2f,  4,0,  0, no,  000000001000010
Tilly,        nil, 0,  2.,0, 20a,3d,  2h,2f,  4,0,  0, no,  000000001000010
Gustav II,    nil, 0,  3.,0, 20a,3d,  2h,1f,  4,0,  0, no,  000000001000010
Mansfeld,     nil, 0,  2.,0, 20a,3d,  2h,2f,  4,0,  0, no,  000000001000010
Black Death,  nil, 0,  6.,0, 20a,1d,  2h,1f,  4,0,  0, no,  001000001000010
Cathl. pikemen,nil, 0,  1.,0,  4a,4d,  1h,2f,  8,0,  1, Gen, 000010000000010


;
; 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, 1,   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
Medit. Forest,1,2,  1,1,1,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Medit. Forest,1,2,  1,1,1,   yes, 1,10, 1,   no,  1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Taiga,      3,5,  1,0,0,   no,  0,15, 6,   no,  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,
Sheep,      1,2,  2,1,2,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Silver,     2,4,  1,1,3,
Gold,       3,6,  0,1,6,
Rabbit,     1,2,  3,0,1,
Rabbit,     1,2,  3,0,1,
Peat,       2,3,  1,4,0,
Furs,       3,5,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wood,       2,4,  1,3,1,
Iron,       3,6,  0,4,0,
Wine,       1,2,  1,1,4,
Wine,       1,2,  1,1,4,
Ducks,      2,3,  3,0,1,
Bear,       2,3,  1,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Monarchy,       Prince,      Princess
Fundamentalism, High Priest, High Priestess
Republic,       Stadtholder, Stadtholder
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
Fernando II,  Catherine the Great, 0, 1, 0, Imperials,   Imperial,     1,  1,  0,     3, Emperor, Empress 
Kristian IV,  Ishtari,             0, 2, 0, Danish,      Danish,       0,  0,  0,
Louis XIII,    Maria Theresa,      0, 3, 3, French,      French,       1,  0, -1,    
Felipe IV,    Isabella,            0, 4, 3, Spanish,     Spanish,      1,  0, -1,  
Gustav II,  E. Roosevelt,          0, 5, 0, Swedish,     Swedish,      1,  0,  0,    
Maurice of Nassau, Hippolyta,      0, 6, 1, Polish,      Polish,       0,  1,  0,    
Frederick,Indira Gandhi,           0, 7, 2, Protestants, Protestant,  -1,  0,  0,     3, Prince, KK,     
Fernando II,  Catherine the Great, 0, 1, 0, Imperials,   Imperial,     1,  1,  0,     3, Emperor, Empress     
Kristian IV,  Ishtari,             0, 2, 0, Danish,      Danish,       0,  0,  0,
Louis XIII,    Maria Theresa,      0, 3, 3, French,      French,       1,  0, -1, 
Felipe IV,    Isabella,            0, 4, 3, Spanish,     Spanish,      1,  0, -1, 
Gustav II,  E. Roosevelt,          0, 5, 0, Swedish,     Swedish,      1,  0,  0,    
Maurice of Nassau, Hippolyta,      0, 6, 1, Polish,      Polish,       0,  1,  0,        
Frederick,Indira Gandhi,           0, 7, 2, Protestants, Protestant,  -1,  0,  0,     3, Prince, KK,     
Fernando II,  Catherine the Great, 0, 1, 0, Imperials,   Imperial,     1,  1,  0,     3, Emperor, Empress
Kristian IV,  Ishtari,             0, 2, 0, Danish,      Danish,      -1, -1,  1,
Louis XIII,    Maria Theresa,      0, 3, 3, French,      French,       1,  0, -1, 
Felipe IV,    Isabella,            0, 4, 3, Spanish,     Spanish,      1,  0, -1,     
Gustav II,  E. Roosevelt,          0, 5, 0, Swedish,     Swedish,      1,  0,  0,    
Maurice of Nassau, Hippolyta,      0, 6, 1, Polish,      Polish,       0,  1,  0,
Frederick,Indira Gandhi,           0, 7, 2, Protestants, Protestant,  -1,  0,  0,     3, Prince, KK,     

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
Hide,
Wool,
Weapons,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Livestock,
Silver,
Marble,
Ceramics,
Gold,
Olive oil,
Mercury,


@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













