;
;   CIVILIZATION GAME DATA- VIKING SCENARIO VER. 2
;   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)
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
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
30      ; 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
40      ; 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
10      ; 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
Adv. Seige Tech,    6,-2,  Exp, nil, 1, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 4,-2,  Phy, nil, 1, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Archery,            6,-1,  War, nil, 1, 0    ; Ato
Viking Dress 1,     0,-2,  Env, Met, 3, 3    ; Aut
Banking,            6, 2,  Tra, Inv, 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,           6,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       6, 1,  Alp, nil, 0, 2    ; CoL
Secret Tech 2,      4, 1,  no,  no,  3, 3    ; CA
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Empire,             4, 0,  no,  no,  2, 2    ; Cmn
Crossbow,           5, 1,  Ato, Ldr, 1, 0    ; Cmp   
Conscription,       5,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Crusading,          8,-1,  Chi, Tra, 1, 3    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          5, 1,  Uni, Ban, 1, 1    ; Eco
Elite Nobility,     6,-1,  Cor, The, 1, 0    ; E1
Viking Dress 2,     0,-2,  Aut, nil, 3, 3    ; E2
Engineering,        8, 0,  Whe, Cst, 0, 4    ; Eng
Exploration,        4,-1,  Gen, Amp, 0, 1    ; Env
Espionage,          3,-1,  Mag, Lit, 1, 0    ; Esp
Explosives,         3, 0,  Gun, Che, 1, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Free Peasantry,     4, 1,  Sth, San, 1, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Secret Tech 1,      5,-1,  no,  no,  3, 3    ; FP
Guilds,             5, 0,  Tra, Mag, 1, 1    ; Gen
Secret Tech 7,      4, 1,  no,  no,  3, 3    ; Gue  
Gunpowder,          6,-2,  Cmp, E1,  1, 0    ; Gun 
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Islamic Dress,      0, 2,  Env, Met, 3, 3    ; Ind   
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Islam,              2, 0,  U1,  MT,  1, 2    ; Lab
Secret Tech 8,      4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  E1,  Gen, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Secret Tech 3,      4,-2,  no,  no,  3, 3    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         3,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Hungarian Tech,     5, 0,  no,  no,  3, 3    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  NF,  nil, 1, 0    ; Met
Secret Tech 4,      4, 1,  no,  no,  3, 3    ; Min
Mobile Warfare,     6,-1,  no,  no,  3, 0    ; Mob
Monarchy,           4, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         6, 1,  Phi, PT,  1, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
The Musket,         6,-2,  Exp, Env, 1, 0    ; NF
Secret Tech 9,      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
Secret Tech 5,      4, 0,  no,  no,  3, 3    ; Plu  
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 3    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR
Recycling,          4,-1,  no,  no,  1, 4    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Secret Tech 6,      5,-2,  no,  no,  3, 3    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 1, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Siege Engineering,  7,-1,  Inv, Mat, 2, 0    ; SFl
Serf System,        5,-2,  Feu, nil, 3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Subsurface Attacks, 4, 1,  Amp, Exp, 1, 0    ; Sup
Tactics,            5,-1,  no,  no,  1, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  2, 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,  nil, Met, 3, 3    ; ...
Islamic Tech,       2, 1,  no,  no,  3, 3    ; U1
Viking Tech,        2,-2,  no,  no,  3, 3    ; U2
Byzantine Tech,     2, 1,  no,  no,  3, 3    ; U3
;
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Temple,                   4,  1,    Cer,
MarketPlace,              8,  1,    Cur,
Library,                  8,  1,    Wri,
Prison,                   8,  0,    CoL,  ; Courthouse
City Walls,               10, 0,    Mas,
Aqueduct,                 8,  2,    Cst,
Monastery,                8,  0,    MT,  ; Stock Exchange
Church,                   12, 1,    MT,
University,               16, 3,    Uni,
Cathedral,                25, 0,    MT,   ; Mass Transit
Mosque,                   10, 4,    Lab,  ; Colosseum
Factory,                  20, 4,    no,
Manufacturing Plant,      32, 6,    no,
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,
Bank,                     12, 3,    Ban,
Sewer System,             12, 2,    San,
Castle,                   6,  0,    Chi,   ; Supermarket
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    Eng,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Sea,
Offshore Platform,        16, 3,    no,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Shipyards,                10, 1,    Amp,  ; Port Facility
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Trade Goods),            60, 0,    Eco,
Pyramids,                 20, 0,    Mas,  ; same
Dome of the Rock,         30, 0,    MT,   ; Hanging Gardens
Code of Justinian,        20, 0,    CoL,  ; Colossus
Lighthouse,               20, 0,    Map,  ; same, in Alexandria
Great Library,            30, 0,    Lit,  ; destroyed
Mausoleum,                30, 0,    Mys,  ; Oracle in Smyrna
Theodesian Walls,         30, 0,    Mas,  ; Great Wall
Church of Holy Sepulchre, 30, 0,    Feu,  ; Sun Tzu's War Academy
The Crusades,             40, 0,    Cor,  ; King Richard's Crusade, available
Marco Polo's Embassy,     20, 0,    Eco,  ; available
Al-Koran,                 40, 0,    Lab,  ; Michelangelo's Chapel
Great Mosque,             40, 0,    Lab,  ; Copernicus' Observatory
Leif Erikkson's Voyage,   50, 0,    Env,  ; Magellan's Expedition, available
Hagia Sophia,             30, 0,    Med,  ; Shakespeare's Theatre
Leonardo's Workshop,      40, 0,    no,   ; 
The Vatican,              40, 0,    The,  ; J. S. Bach's Cathedral
The Roman Legacy,         40, 0,    Wri,  ; Isaac Newton's College
The Theme System,         20, 0,    Fli,  ; Adam Smith's Trading Co.
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Mosque of al-Mutawakkil,  60, 0,    Lab,  ; Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
Mag,        ; Lighthouse
nil,        ; Great Library
E1,         ; Oracle
SFl,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
Gun,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
Ban,        ; 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
Serfs,        Fli, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  5, Sth, 000000000000000
Freeholders,  nil, 0,  1.,0,  0a,2d,  2h,1f,  6,0,  5, Fli, 000000000000000
Phalanx,      Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Pikemen,      CA,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Slaves,       Exp, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  5, U1,  000000000000000
Infantry,     FP,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, Iro, 000000000000000
Lancers,      NF,  0,  1.,0,  1a,2d,  2h,1f,  2,0,  1, Rob, 000010000000000
Moors,        nil, 0,  3.,0,  6a,1d,  1h,2f,  6,0,  0, U1,  000000000000001
Fanatics,     nil, 0,  1.,0,  3a,3d,  1h,1f,  5,0,  1, U3,  000000000000000
Peasants,     nil, 0,  2.,0,  4a,2d,  2h,1f,  8,0,  1, Rep, 000001000000010
Steppe Pikemen,NF, 0,  2.,0,  1a,2d,  1h,1f,  2,0,  1, Min, 000010000000000
Devotees,     U2,  0,  1.,0,  4a,2d,  2h,2f,  4,0,  1, FP,  000000000000000
Gestir,       nil, 0,  1.,0,  4a,1d,  1h,1f,  3,0,  1, U2,  000000000000000
Bezerkr,      nil, 0,  2.,1, 10a,0d,  2h,2f,  8,0,  0, U2,  001000000000000
Hirdmenn,     nil, 0,  1.,0,  6a,1d,  2h,1f,  4,0,  0, U2,  000000000000100
Stallari,     nil, 0,  2.,0,  6a,1d,  1h,1f,  6,0,  0, U2,  000010000000001
Bannerets,    nil, 0,  2.,0,  6a,1d,  3h,2f,  9,0,  0, E1,  000000000000001
Horse Archers,nil, 0,  2.,0,  7a,2d,  2h,1f,  5,0,  0, MP,  000001000000001
Crusaders,    Ldr, 0,  2.,0,  5a,1d,  2h,1f,  4,0,  0, Cor, 000000000000000
Knights,      E1,  0,  2.,0,  4a,2d,  2h,1f,  4,0,  0, Las, 000000000000000
Cataphracts,  nil, 0,  2.,0,  5a,3d,  2h,1f,  7,0,  0, NP,  000000000000001
Genitors,     nil, 0,  2.,0,  5a,2d,  2h,2f,  6,0,  0, U1,  000000000000000
Sappers,      nil, 0,  2.,0,  8a,1d,  2h,3f,  6,0,  0, AFl, 001000001000000
Catapult,     CA,  0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Musketeers,   nil, 0,  1.,0,  4a,3d,  3h,1f,  4,0,  1, NF,  000000000000000
Siege Tower,  SFl, 0,  1.,0,  6a,1d,  1h,1f,  6,0,  0, Ast, 000000001000000
Battering Ram,nil, 0,  2.,0,  6a,1d,  1h,2f,  6,0,  0, SFl, 000000001000000
Galley,       Too, 2,  4.,0,  3a,2d,  2h,1f,  4,2,  4, Plu, 000000000100000
Dromon,       Too, 2,  5.,0,  5a,3d,  2h,1f,  8,0,  2, Plu, 000000000000001
Karv,         nil, 2, 12.,0,  4a,1d,  2h,1f,  4,4,  4, U2,  000000000100000
Knarr,        nil, 2,  8.,0,  6a,1d,  2h,1f,  7,2,  4, U2,  000000000000000
Longship,     nil, 2, 10.,0,  8a,1d,  2h,1f, 10,1,  2, U2,  000000000000001
Trireme,      Nav, 2,  3.,0,  2a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Caravel,      Mag, 2,  4.,0,  3a,2d,  1h,1f,  4,3,  4, Nav, 000000000000000
Galleon,      Plu, 2,  6.,0,  0a,3d,  2h,1f,  6,4,  4, Mag, 000000000000000
Frigate,      Plu, 2,  4.,0,  5a,2d,  1h,1f,  6,1,  2, Mag, 000000000000000
Drakkar,      nil, 2, 10.,0,  8a,1d,  2h,1f, 10,1,  2, U2,  000000000000001
King,         nil, 0,  1.,0,  4a,4d,  2h,2f, 50,0,  1, no,  000000000000001
Saboteur,     nil, 2, 12.,0,  6a,0d,  2h,5f,  6,0,  5, Sup, 001000000000000
Assassin,     nil, 0,  2.,1, 10a,0d,  2h,2f,  8,0,  0, U1,  001000000000000
Moors (2),    nil, 0,  0.,0,  6a,2d,  2h,2f,  6,0,  0, no,  000000000000001
Impassable,   nil, 1,  0.,2, 1a,40d,  4h,1f,  5,0,  1, no,  010000000000000
Varangian Guard,nil,0, 2.,0,  6a,3d,  2h,2f,  6,0,  0, no,  000010000000001
Monks,        nil, 0,  1.,0,  0a,2d,  1h,1f,  3,0,  0, no,  000000000000000
City Defense, U2,  0,  0.,0,  0a,3d,  3h,1f,  8,0,  1, AFl, 000000000000000
Disease,      nil, 2, 30.,1, 99a,40d, 2h,2f, 50,0,  0, no,  001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  6, Lit, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  6,0,  6, Esp, 000000000000011
Caravan,      Gen, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Merchants,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  7, Gen, 000001000000010
Explorer,     Che, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000011
Crossbowmen,  U2,  0,  1.,0,  4a,2d,  2h,2f,  3,0,  0, Cmp, 000000000000001
Archers,      CA,  0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, War, 000000000000000
Greek Fire,   nil, 0,  1.,0,  3a,3d,  2h,1f,  5,0,  1, U3,  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,  2,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  2,0,0,   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,
Game,       1,2,  3,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  2,3,0,
Gold,       3,6,  1,2,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,1,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,1,
Wheat,      1,2,  4,1,1,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  2,2,3,
Wine,       2,4,  2,1,4,
Iron,       3,6,  1,4,1,
Furs,       1,2,  2,1,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,1,4,
Fruit,      2,3,  4,1,1,
Whales,     1,2,  3,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Chief,       Chief
Monarchy,       King,        Queen
Empire,         Emperor,     Empress
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
Vladimir,     Livia,               0, 1, 3, Romans,      Roman,       0, -1,  0,     1, Dictator, Dictator
Charlemagne,  Ishtari,             0, 2, 3, Babylonians, Babylonian,  0, -1,  0,
Leo,          Maria Theresa,       0, 3, 0, Germans,     German,      0, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Erik,         Canute,              0, 4, 2, Egyptians,   Egyptian,    1, -1, -1,     3, Emperor, Empress, 4, Emperor, Empress
Haroon Al Rashid,  Al-Ikshid,      0, 5, 1, Americans,   American,    1, -1,  1,     3, Caliph, Caliph, 4, Caliph, Caliph
Stephen,      Geza,                0, 6, 1, Greeks,      Greek,       1, -1, -1,     6, Prime Minister, Prime Minister
Otto,         Indira Gandhi,       0, 7, 3, Indians,     Indian,      0, -1,  0,     3, Emperor, Empress, 4, Emperor, Empress
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 3, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 3, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 3, 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, 3, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 3, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 3, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 0, Other,       Other,       1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 3, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 3, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 3, 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,
Wax,  ; Beads
Cloth,
Salt,
Lead,  ; Coal
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Slaves,      ; Oil
Handicrafts, ; Uranium


@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













