;
;   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
14      ; 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
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
30      ; Percent shield penalty for production type change
8       ; 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
Neutron Weaponry,       4,-1,  nil, nil, 3, 0    ; AFl
Disruptors,             5, 1,  Iro, nil, 0, 0    ; Alp
Cloaking,               3,-2,  Lit, nil, 3, 0    ; Amp
Lightsail,              4, 1,  Cor, E1,  1, 4    ; Ast
Warp Drive,             4,-1,  Las, Ldr, 2, 4    ; Ato
Antimatter,             7,-1,  Csc, Gen, 3, 3    ; Aut
Transporters,           4, 1,  Cmp, SE,  1, 4    ; Ban
Galactic Economics,     4, 0,  Roc, Mon, 0, 1    ; Bri
Xenosociology,          6,-1,  Tra, Rob, 0, 2    ; Bro
Artificial Life,        5, 0,  Che, nil, 0, 1    ; Cer
Cellular Metamorphosis, 5,-1,  Sth, nil, 1, 1    ; Che
Gravitational Physics,  4,-2,  Sea, nil, 1, 3    ; Chi
Viral Weaponry,         4, 1,  Min, nil, 0, 0    ; CoL
***************,        5,-1,  no,   no, 3, 0    ; CA
Integral Philosophy,    5,-1,  Phi, Whe, 2, 3    ; Cmb
Psychoenergetic Warfare,5, 0,  Che, Stl, 2, 0    ; Cmn
Phasing,                4, 1,  Ind, Hor, 3, 3    ; Cmp
Subboson Physics,       4,-1,  Esp, nil, 2, 3    ; Csc
Subspace Physics,       4, 0,  Ind, nil, 0, 3    ; Cst
Cold Fusion,            4, 0,  nil, nil, 2, 3    ; Cor
Monopole Physics,       4, 1,  AFl, Sea, 0, 3    ; Cur
Star Federation,        5, 1,  Gue, Wri, 2, 2    ; Dem
Deflectors,             4, 1,  AFl, Chi, 2, 0    ; Eco
Large-Scale Building,   4, 0,  nil, nil, 2, 4    ; E1
Thought Induction,      4, 1,  Uni, nil, 3, 4    ; E2
Masers,                 4, 0,  AFl, nil, 0, 0    ; Eng
Bio-Computers,          3, 1,  Cmb, Tac, 3, 3    ; Env
Adv. Superconductors,   2,-1,  AFl, Eng, 3, 3    ; Esp
Graviton Telemetry,     5, 0,  Chi, nil, 2, 3    ; Exp
Inertial Damping,       4,-1,  Nav, Gen, 2, 3    ; Fli
Butlerian Jihad,        4,-1,  Ato, Wri, 0, 2    ; Fun
Hyperwarp Shield,       3, 0,  Mas, Amp, 3, 4    ; FP
Photon Weapons,         3,-2,  Ast, Mys, 2, 0    ; Feu
Photon Drive,           6, 2,  Ast, Nav, 3, 0    ; Gen
Utopian Society,        4, 1,  Bri, Rep, 3, 2    ; Gue
Brainwave Mapping,      4,-2,  Pla, nil, 1, 3    ; Gun
ThetaMatrix Compositing,4,-1,  Csc, Pot, 0, 3    ; Hor
Shields,                6, 0,  RR,  nil, 2, 4    ; Ind
Advanced Containment,   6, 0,  RR,  Csc, 1, 4    ; Inv
Antimatter Weapons,     8,-1,  Aut, Fun, 0, 0    ; Iro
Antimatter Power,       4,-1,  Aut, Inv, 3, 4    ; Lab
Quantum Singularities,  4, 0,  Lab, Fli, 3, 3    ; Las
Warp Field,             5,-1,  Cst, Inv, 1, 3    ; Ldr
Hyperspace,             5, 2,  Cmp, Too, 0, 3    ; Lit
Quantum Gravitodynamics,4,-2,  Ast, nil, 2, 3    ; Too
Tractor Beams,          4,-1,  Ind, nil, 1, 4    ; Mag
Phasers,                6,-1,  Cmp, nil, 0, 0    ; Map
Hyperspace Drive,       6, 1,  Lit, nil, 0, 4    ; Mas
Temporal Physics,       5, 0,  Too, nil, 3, 3    ; MP
Tachyon Telemetry,      4,-1,  Med, FP,  0, 3    ; Mat
Tachyon Physics,        4, 0,  Too, Alp, 1, 3    ; Med
Unified Field Theory,   6,-2,  Map, Ban, 1, 3    ; Met
Replication,            4, 1,  Mob, nil, 3, 4    ; Min
Genetic Mapping,        4,-1,  Pla, nil, 3, 3    ; Mob
Planetry Unification,   5, 1,  Ref, San, 0, 2    ; Mon
Molecular Medecine,     5, 1,  CoL, nil, 1, 1    ; MT
Cybernetics,            4, 0,  PT,  nil, 0, 3    ; Mys
Bussard Ramjet,         6,-1,  Ast, Cur, 1, 4    ; Nav
Terra-Computers,        6,-2,  Mys, nil, 3, 3    ; NF
Hyperwarp Drive,        7, 0,  Mat, Met, 3, 4    ; NP
Interspecies Philosophy,6, 1,  War, nil, 1, 2    ; Phi
Advanced Hydroponics,   4,-1,  Mob, nil, 1, 1    ; Phy
Extrasensory Perception,4, 1,  nil, nil, 3, 3    ; Pla
Thought Police,         6, 0,  Rad, Gue, 1, 2    ; Plu
Holographics,           4, 0,  nil, nil, 0, 2    ; PT
Positronics,            4, 1,  Whe, NF,  0, 4    ; Pot
Collectivism,           5,-1,  E2,  nil, 3, 2    ; Rad
Artifical Gravity,      6, 0,  Exp, nil, 2, 3    ; RR
Cloning,                2, 1,  CoL, nil, 3, 1    ; Rec
Planetary Justice,      4, 0,  nil, nil, 2, 2    ; Ref
Soil Enhancement,       3, 1,  Phy, nil, 3, 1    ; Rfg
Star Democracy,         5, 1,  NF,  War, 0, 2    ; Rep
Social Dynamics,        5,-2,  nil, nil, 3, 2    ; Rob
Galactic Trade,         6,-2,  San, Bro, 3, 1    ; Roc
Universal Translator,   4, 2,  Ref, Rob, 2, 1    ; San
Impulse Drive,          4, 1,  Cor, nil, 0, 4    ; Sea
Regeneration,           4, 1,  MT,  Rec, 3, 1    ; SFl
Terraforming,           3,-2,  Sup, SFl, 3, 1    ; Sth
Cryonics,               4,-1,  Pot, Rfg, 2, 1    ; SE
Psychoenergetics,       4,-1,  Plu, SE,  2, 3    ; Stl
Collective Consciosness,4, 1,  Plu, Env, 3, 3    ; Sup
Duotronics,             6,-1,  Pot, Csc, 2, 3    ; Tac
Theurgy,                3, 2,  Wri, Sup, 1, 2    ; The
Xenopsychology,         4, 0,  Tra, Rob, 1, 2    ; ToG
Ecumenism,              4, 2,  nil, nil, 0, 2    ; Tra
Thought Transference,   5, 1,  Gun, nil, 1, 3    ; Uni
Paramysticism,          4,-1,  Tra, ToG, 0, 2    ; War
Symbol Analysis,        4,-1,  War, nil, 0, 3    ; Whe
Galactic Understanding, 4, 2,  Bro, Cmb, 0, 3    ; Wri
Future Technology,      1, 0,  U1,  The, 3, 3    ; ...
Creation,               3, 0,  Cer, NP,  0, 3    ; U1
User Def Tech B,        3, 0,  no,  no,  0, 0    ; U2
User Def Tech C,        3, 0,  no,  no,  0, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; 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,    E1,
Barracks,                 4,  1,    nil,
Labour Optimisation,      6,  1,    Pot,
Temple,                   4,  1,    Tra,
Trade Centre,             8,  1,    Roc,
Schools,                  8,  1,    NF,
Courthouse,               8,  1,    Ref,
Deflector Array,          8,  0,    Eco,
Mass Replicators,         8,  2,    Min,
Currency Exchange,        12, 3,    Bri,
Consciousness Processing, 12, 3,    Sup,
University,               16, 3,    Phi,
Reprocessing Plant,       16, 4,    Inv,
Holo Suite,               10, 4,    PT,
Manufacturing Plant,      20, 4,    Csc,
Hyperspace Power Plant,   32, 6,    Lit,
Hypershield,              20, 4,    FP,
Instantaneous Transit,    20, 2,    Ban,
Antimatter Plant,         16, 4,    Lab,
Terraform Maintenance,    24, 4,    Sth,
Warp Power Plant,         16, 2,    Ldr,
Currency Replacement,     16, 4,    Gue,
Advanced Hospital,        12, 2,    MT,
Soil Enhancement System,   8, 3,    Rfg,
Subwarp Transits,         20, 5,    Ato,
Integral Computing System,16, 3,    Tac,
SAM Missile Battery,      10, 2,    Roc,
Planetary Shield,          8, 1,    Ind,
Biological Control System,32, 4,    Cer,
Space Station,            6,  1,    Phy,
Asteroid Mines,           16, 3,    Mag,
Matter Transit,           16, 3,    Met,
Police Station,           6,  2,    Plu,
Shipyard,                 8,  3,    Mas,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Gue,
Rama,                     20, 0,    Mag,
Dinosaur Park,            20, 0,    Min,
Canals,                   20, 0,    E1,
StarDock,                 20, 0,    Sea,
The Foundation,           30, 0,    Whe,
Utopia Colony,            30, 0,    Mon,
The Dorsai,               30, 0,    San,
Sauron Project,           30, 0,    Rec,
Trantor,                  30, 0,    RR,
New York New York,        20, 0,    Roc,
The Celestial Temple,     40, 0,    Cmb,
Deep Thought,             30, 0,    NF,
The Hyperspace Project,   40, 0,    Ato,
The Soong Project,        30, 0,    Pot,
Farpoint Station,         40, 0,    Bro,
Gaia,                     40, 0,    The,
The Hitchikers Guide to the Galaxy,40, 0,    Rad,
The Sirius Cybernetics Co.,40, 0,    E2,
The Voyages of the Starship Enterprise,40, 0,    Ato,
The Guardian of Forever,  40, 0,    Dem,
The Babylon Project,       30, 0,   Cmb,
The Louvois Decision,     60, 0,    Wri,
Ring World,               60, 0,    Mag,
The Obelisk,              60, 0,    Alp,
The United Federation of Planets,60, 0,    Plu,
Eyes of the Universe,     60, 0,    Mat,
Crystal AI,               60, 0,    Env,
The Monolith,             60, 0,    Cer,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,         ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Mas,         ; Great Library
nil,        ; Oracle
Aut,        ; Great Wall
nil,        ; Sun Tzu's War Academy
Sup,        ; King Richard's Crusade
Rad,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Shakespeare
Mas,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
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
Settlers,           Sth, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,          nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Sth, 000000000000000
Infantry,           Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Missile Troops,     Feu, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, AFl, 000000000000000
Space Infantry,     Feu, 0,  1.,0,  1a,3d,  1h,1f,  2,0,  1, Eng, 000000000000000
Space Marines,      Ind, 0,  1.,0,  3a,4d,  2h,1f,  3,0,  1, Feu, 000000000000000
Antimatter Armour,  nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Iro, 000000000000000
Robot Infantry,     Pot, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, Mys, 000000000000000
Fanatics,           nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000
Partisans,          nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Dem, 000001000000010
Android Infantry,   Cst, 0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, Pot, 000000000000000
Garrison Troops,    nil, 0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Ind, 000000000000000
Shock Troops,       nil, 0,  1.,0,  5a,6d,  2h,1f,  5,0,  0, Stl, 000001000000000
Star Marines,       nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Ban, 000000000000100
Heavy Armour,       Iro, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Cst, 000000000000000
Borg,               nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  0, Sup, 000000100000000
Sauron,             Cst, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, Min, 000000000000000
Light Fighters,     Mys, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Sea, 000000000000000
Jedi,               nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, The, 000000000000011
Disrupter Armour,   RR,  0,  3.,0, 12a,6d,  3h,1f, 10,0,  0, Alp, 000000000000000
Maser Cannon,       Tac, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Esp, 000000000000000
AM Cannon,          Cmn, 0,  3.,0, 10a,1d,  3h,1f,  5,0,  0, Aut, 000000000000000
PE Cannon,          nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Cmn, 000000001000000
Spaceship,          Sea, 2,  3.,4,  0a,1d,  1h,1f,  3,1,  4, nil, 000000000100000
Tramp,              Eco, 2,  3.,6,  1a,1d,  1h,1f,  3,2,  4, Sea, 000000000100000
Small Fighter,      Cmp, 1,  4.,1,  3a,1d,  2h,2f,  4,0,  3, Eng, 000000000000000
Battleship,         nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Iro, 000000000000000
Carrier,            Mag, 2,  4.,0,  0a,3d,  3h,1f,  5,4,  4, Nav, 000000010000000
Transport,          Ato, 2,  5.,0,  0a,4d,  3h,1f,  6,8,  4, Gen, 000000000000000
Destroyer,          Map, 2,  5.,0,  4a,4d,  3h,2f,  6,0,  2, Feu, 000000000000000
Cruiser,            Amp, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, Ind, 000000000000000
Assault Ship,       Alp, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, Lab, 000000010000000
Voyager,            Eco, 2,  4.,8,  4a,2d,  2h,1f,  6,2,  4, Ast, 000000000000000
Large Fighter,      Alp, 1,  6.,1,  8a,4d,  2h,2f,  8,0,  3, Cmp, 000000000000001
Constellation,      Mas, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Ind, 010000000000001
Excelsior,          nil, 2,  5.,0, 14a,14d, 4h,2f, 18,0,  4, Mag, 000000010000001
Cobra,              nil, 1,  8.,1, 10a,4d,  2h,2f, 10,0,  0, Alp, 000000000000001
Deathstar,          nil, 2,  6.,0, 14a,14d, 4h,2f, 20,0,  2, Alp, 000000010000001
Starliner,          nil, 2,  6.,0,  6a,14d, 4h,2f, 20,8,  4, Ato, 000000000000001
Galaxy,             nil, 2,  7.,0, 16a,16d, 4h,2f, 22,0,  2, Mas, 010000000000001
Warbird,            nil, 2,  7.,0, 16a,16d, 4h,2f, 24,0,  2, Amp, 010000000001001
Battle Star,        nil, 2,  9.,0, 18a,18d, 4h,2f, 26,8,  2, NP,  110000001000001
Neutron Msl,        Feu, 1,  3.,1,  8a,0d,  1h,1f,  4,0,  0, AFl, 001000000000000
Photon Torpedo,     nil, 1,  4.,1, 12a,0d,  1h,1f,  6,0,  0, Feu, 001000000000000
Viral Torpedo,      nil, 1,  6.,1, 14a,0d,  1h,2f,  8,0,  0, CoL, 001000000000000
Disrupter Bomb,     nil, 1, 10.,1, 99a,0d,  1h,1f, 16,0,  0, Alp, 001000000000000
Diplomat,           Plu, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, ToG, 000000000000010
Spy,                nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Plu, 000000000000011
Caravan,            Gue, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Roc, 000000000000010
Freight,            nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Gue, 000000000000010
Explorer,           nil, 0,  9.,0,  0a,1d,  1h,1f,  3,0,  0, Ast, 000001000000011
Antimatter Torpedo, nil, 1,  8.,1, 18a,0d,  1h,3f, 10,0,  0, Iro, 001000000000000
Graviton Cannon,    Iro, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, RR,  000000000000000
Frigate,            nil, 2,  4.,0,  4a,3d,  2h,1f,  6,0,  2, Eco, 000000000000000

;
; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  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,
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,
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.
Despotism,       Emperor,     Empress
Unified Planets, King,        Queen
Communism,       Comrade,     Comrade
Star Relgion,    High Priest, High Priestess
Star Democracy,  Captain,     Captain
Star Federation, Admiral,     Admiral

;
;   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
Galron,       Galron,              0, 1, 1, Klingons,    Klingon,     0,  1, -1,    
Sela,         Sela,                1, 2, 0, Romulans,    Romulan,     0, -1,  0,
Ducat,        Ducat,               0, 3, 3, Cardassians, Cardassian,  1,  1, -1, 
Picard,       Picard,              0, 4, 0, Federation,  Federation, -1, -1,  1,  
Kira,         Kira,                0, 5, 1, Bajorans,    Bajoran,    -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Dark Vader,  Dark Vader,           1, 6, 1, Empire,      Dark,        0,  1, -1,     6, Prime Minister, Prime Minister
Luke Skywalker,Lia,                0, 7, 2, Repelians,   Rebel,      -1, -1,  0,     2, Maharaja, Maharaja,
The founders, The founderst,       1, 1, 3, Dominian,    Dominian,    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,
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
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,



;
;   Trading Commodities
;
@CARAVAN
Oil,
Wool,
Beads,
Cloth,
Salt,
Coal,
Drugs,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Uranium,
Dilithium,


@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
Unranked
Ensign
Lieutenant
Commander
Captain
Admiral

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













