;
;   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       ; Shtl. Route movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each colonist eats per turn
10      ; # of rows in food box (rows * colony_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Kingdom)
0       ; Settlers eat (govt >= Tribal Monarchy)
7       ; City size for first unhappiness at Corporal level
14      ; Riot factor based on # colonies (higher factor lessens the effect)
50      ; Aqueduct needed to exceed this size
100     ; Sewer System needed to exceed this size
40      ; Tech paradigm (higher # slows research)
25      ; Base time for terraformers to terraform terrain (x2)
3       ; Tribal Monarchy  pays support for all units past this
3       ; Colonial Communism pays support for all units past this
10      ; Parasitism pays support for all units past this
0       ; Colonial Communism is equivalent of this HQ distance.
100     ; Parasitism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ; Max effective science rate in parasitism (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 = Command
;             3 = Science
;             4 = Engineering
;
@CIVILIZE
Null,               4,-2,  no,  no,  3, 4    ; AFl
Null,               3, 0,  no,  no,  3, 3    ; Alp
Alien Embryos,      1, 2, Bri, nil,  3, 2    ; Amp
Null,               2, 0,  no,  no,  3, 4    ; Ast
Infrared Vision,    1,-2, Cer, nil,  3, 4    ; Ato
Null,               6,-1,  no,  no,  3, 4    ; Aut
Null,               4, 1,  no,  no,  1, 1    ; Ban
Alien Techs,        1, 2, nil, nil,  3, 3    ; Bri
Human Techs,        2, 0, nil, nil,  3, 3    ; Bro
Predator Techs,     1,-2, nil, nil,  3, 3    ; Cer
Cloaking Device,    1,-2, Chi, Cmp,  3, 0    ; Che
Laser Weapons,      1,-2, Ato, Mon,  3, 0    ; Chi
Penal Colonies,     2,-1, Cst, nil,  3, 2    ; CoL
Warp Drive,         1,-2, Chi, Gen,  3, 4    ; CA
Assault Shuttle,    1,-2, Che,  CA,  3, 0    ; Cmb
Galactic Empire,    2,-1, Gen, ToG,  3, 2    ; Cmn
Advanced Computers, 2,-1, Iro, Wri,  3, 3    ; Cmp
Null,               7,-1,  no,  no,  2, 0    ; Csc
Off-World Colonies, 2,-1, nil, nil,  3, 2    ; Cst
Corporate Development,2,-1,Rep,Tra,  3, 1    ; Cor
Corporate Dominance,2,-1, Cmn, Uni,  3, 1    ; Cur
Galactic Democracy, 2,-1, Cmp, Rfg,  3, 2    ; Dem
Space Trading,      2,-1, Cst, nil,  3, 1    ; Eco
Null,               4, 0,  no,  no,  2, 4    ; E1
Null,               4, 1,  no,  no,  3, 4    ; E2
Null,               2,-1,  no,  no,  3, 4    ; Eng
Antimatter Power,   2,-1, Uni, SE,   3, 3    ; Env
Null,               2,-1,  no,  no,  3, 0    ; Esp
Powerloaders,       2, 0, Rfg, Mat,  3, 4    ; Exp
Organic Technology, 1, 2, Map, Pot,  3, 4    ; Feu
Species Variation,  1, 2, Lit, Pot,  3, 2    ; Fli
Parasitism,         1, 2, Feu, Fli,  3, 2    ; Fun
Null,               3, 0,  no,  no,  3, 3    ; FP
Fusion Power,       2,-1, Mob, Cor,  3, 3    ; Gen
Null,               4, 1,  no,  no,  3, 0    ; Gue
Null,               8,-2,  no,  no,  1, 0    ; Gun
Advanced Missiles,  2, 0, Exp, Phy,  3, 0    ; Hor
Null,               3, 0,  no,  no,  3, 3    ; Ind
Null,               3, 0,  no,  no,  3, 4    ; Inv
Colonial Industry,  2,-1, Tra, Mon,  3, 4    ; Iro
Plasma Beams,       2,-1,  NF, Stl,  3, 0    ; Lab
Deep Space Travel,  2,-1, Cst, nil,  3, 3    ; Las
Null,               2,-2,  no,  no,  1, 0    ; Ldr
Telepathic Links,   1, 2, Map, nil,  3, 2    ; Lit
Null,               4,-2,  no,  no,  2, 4    ; Too
Hypersleep,         2, 0, Bro, Tra,  3, 4    ; Mag
Acid-blood Biology, 1, 2, Amp, nil,  3, 3    ; Map
Colony Defenses,    2,-1, Iro, Wri,  3, 0    ; Mas
Null,               2,-2, no,  no,   3, 0    ; MP
Colonial Marine Corps,2,0,Bro, Mon,  3, 0    ; Mat
Advanced Medicine,  2,-1, Rep, Tra,  3, 3    ; Med
Deflectors,         2,-1, Mas, Gen,  3, 4    ; Met
Advanced Genetics,  2,-1, Med, ToG,  3, 3    ; Min
Space Construction, 2,-1, Rep, Iro,  3, 4    ; Mob
Planetary Empire,   2,-1,  CoL,Eco,  3, 2    ; Mon
Colonial Recreation,2,-1, Tac, Dem,  3, 2    ; MT
Sensor Arrays,      2,-1,  Cst,nil,  3, 4    ; Mys
Starlift Division,  2, 0, Mob, Mag,  3, 0    ; Nav
Fusion Weapons,     2,-1, Gen, Cmp,  3, 0    ; NF
Null,               3, 0,  no,  no,  3, 3    ; NP
Null,               3, 0,  no,  no,  3, 0    ; Phi
Aerospace Division, 2, 0, Mat, Cor,  3, 0    ; Phy
Null,               2,-2, no,  no,   3, 4    ; Pla
Null,               2,-2, no,  no,   3, 0    ; Plu
Null,               4, 0,  no,  no,  0, 2    ; PT
Hive-building,      1, 2, Amp, nil,  3, 4    ; Pot
Null,               5,-1,  no,  no,  3, 4    ; Rad
Null,               6, 0,  no,  no,  2, 1    ; RR
Null,               2, 1,  no,  no,  3, 2    ; Rec
Null,               4, 0,  no,  no,  2, 4    ; Ref
Terraforming,       2,-1, Min, Cor,  3, 3    ; Rfg
Stellar Republic,   2,-1, Wri, Tra,  3, 2    ; Rep
Automated Construction,2,-1,Tac,Uni, 3, 4    ; Rob
Null,               6,-2,  no,  no,  3, 0    ; Roc
Long-term Life Support,2,-1,SFl,Cur, 3, 4    ; San
Super Efficient Fuels,2,-1,Rob, SE,  3, 4    ; Sea
Intergalactic Space Flight,2,-1,Env,Stl,3,3   ; SFl
Null,               3,-2,  no,  no,  3, 0    ; Sth
Deep Space Mining,  2,-1, Cur,  NF,  3, 4    ; SE
Long-Range Sensors, 2,-1, Met, Dem,  3, 3    ; Stl
Null,               2,-2,  no,  no,  3, 3    ; Sup
Colony Transport Networks,2,-1,Rfg,Gen,3,4   ; Tac
Null,               2,-2,  no,  no,  3, 3    ; The
Interstellar Law,   2,-1, Mon, Rep,  3, 2    ; ToG
Trade Networks,     2,-1, Eco, Las,  3, 1    ; Tra
Artificial Intelligence,2,-1,Min,Cmp,3, 3    ; Uni
Null,               2,-2, no,  no,   3, 3    ; War
Null,               2,-2,  no,  no,  3, 2    ; Whe
Space Diplomacy,    2,-1, Mys, Las,  3, 2    ; Wri
Future Technology,  2,-1, San, Sea,  3, 3    ; ...
Null,               2, 0,  no,  no,  3, 4    ; U1
Null,               1, 2,  no,  no,  3, 2    ; U2
Null,               1,-2,  no,  no,  3, 2    ; 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.
;

;
;  Colony Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
HQ,                       10, 0,    nil,
Barracks,                 4,  1,    nil,
Hive,                     6,  1,    Pot,
Comms. Array,             4,  1,    Cst,
Trading Post,             8,  1,    Eco,
Science Lab,              8,  1,    Mys,
Prison Facility,          8,  1,    CoL,
Fortifications,           8,  0,    Mas,
Null,                     8,  2,    no,
Corporate Office,         12, 3,    Cor,
Medical Centre,           12, 3,    Med,
Research Station,         16, 3,    Cmp,
Null,                     16, 4,    no,
Recreation Centre,        10, 4,    MT,
Industrial Plant,         20, 4,    Iro,
Auto-construcion Yard,    32, 6,    Rob,
Nuke Defense,             20, 4,    Lab,
Null,                     20, 2,    no,
Null,                     16, 4,    no,
Null,                     24, 4,    no,
Fusion Plant,             16, 2,   Gen,
Corporate Complex,        16, 4,   Cur,
Null,                     12, 2,    no,
Atmosphere Processor,     8,  3,   Rfg,
Shuttle Network,          20, 5,   Tac,
Subspace Telescope,       16, 3,   Stl,
Null,                     10, 2,    no,
Shield Generator,         8,  1,   Met,
Antimatter Plant,         32, 4,   Env,
Agriculture Station,      6,  1,   Min,
Asteroid Mining Facility, 16, 3,    SE,
Null,                     16, 3,    no,
Police Facility,          6,  2,   ToG,
Space Station,            8,  3,    U1,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Sea,
SS Module,                32, 0,    San,
(Capitalization),         60, 0,    Cur,
Super Hive,               20, 0,    Feu,
Paradise Gardens,         20, 0,    Min,
Null,                     20, 0,    no,
Stellar Navigation Array, 20, 0,    Las,
Null,                     30, 0,    no,
Null,                     30, 0,    no,
Null,                     30, 0,    no,
Hancock's Battle Academy, 30, 0,    Mas,
New Industrial Revolution,30, 0,    Gen,
Null,                     20, 0,    no,
Null,                     40, 0,    no,
Null,                     30, 0,    no,
Nakatomi's Expedition,    40, 0,    Stl,
Null,                     30, 0,    no,
Null,                     40, 0,    no,
Null,                     40, 0,    no,
Null,                     40, 0,    no,
Weyland-Yutani Corp.,     40, 0,    Cor,
Null,                     40, 0,    no,
Null,                     40, 0,    no,
Null,                     30, 0,    no,
Android Equal Rights,     60, 0,    Uni,
Null,                     60, 0,    no,
Los Angeles Project,      60, 0,    NF,
United Worlds,            60, 0,    Lab,
Andromeda Program,        60, 0,    SFl,
SETI Program,             60, 0,    Cur,
Cure For All Disease,     60, 0,    San,

;
; Expiration advancements for Wonders of the Galaxy
;
@ENDWONDER
Rfg,        ; Super Hive
San,        ; Paradise Gardens
nil,        ; Null
Stl,        ; Stellar Navigation Array
nil,        ; Null
nil,        ; Null
nil,        ; Null
Lab,        ; Hancock's Battle Academy
nil,        ; Null
nil,        ; Null
nil,        ; Null
nil,        ; Null
Lab,        ; Nakatomi's
nil,        ; Null
nil,        ; Null
nil,        ; Null
nil,        ; Null
nil,        ; Weyland-Yutani Corp.
nil,        ; Null
nil,        ; Null
nil,        ; Null
nil,        ; Android's Equal Rights
nil,        ; Null
nil,        ; Los Angeles Project
nil,        ; United Worlds
nil,        ; Andromeda Program
nil,        ; SETI
nil,        ; Cure for all Disease


;
;    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 = Space
;
; 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 = Stellar Superiority
;               3 = Air Superiority
;               4 = Space 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 orbital assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near planet
;   000000001000000 = Negates fortifications
;   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 parasitism
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Astronauts,   Map, 0,  1.,0,  0a,4d,  4h,2f,  3,0,  5, nil, 000000000000000
Powerloaders, nil, 0,  2.,0,  0a,6d,  4h,2f,  4,0,  5, Exp, 000000000000000
Facehuggers,  nil, 0,  2.,0,  0a,4d,  4h,2f,  4,0,  5, Amp, 000100000000000
Builders,     nil, 0,  2.,0,  0a,4d,  4h,2f,  4,0,  5, Ato, 000000000000000
Warriors,     nil, 0,  2.,0,  7a,9d,  4h,2f,  5,0,  1, Map, 000100000000000
Queen,        nil, 0,  2.,0, 13a,8d,  4h,2f,  8,0,  0, Lit, 000100000000000
Dog Soldiers, nil, 0,  3.,0, 10a,8d,  4h,2f,  8,0,  0, Fli, 000100000000000
Colony Guards,Map, 0,  1.,0,  5a,5d,  4h,2f,  3,0,  1, nil, 000000000000000
Dog Soldiers*,nil, 0,  3.,0, 10a,8d,  4h,2f,  8,0,  0, no,  000100000000000
Queen*,       nil, 0,  2.,0, 13a,8d,  4h,2f,  8,0,  0, no,  000100000000000
Dropship/Marines*,nil,0,2.,0,14a,7d,  4h,2f,  8,0,  0, no,  000000000000100
Dropship/Marines*,nil,0,2.,0,14a,7d,  4h,2f,  8,0,  0, no,  000000000000100
Garrison Marines*,nil,0,2.,0, 8a,8d,  4h,2f,  5,0,  1, no,  000000000000000
Assault Shuttle,nil,0, 2.,0, 13a,6d,  4h,2f,  8,0,  1, Cmb, 000000001000100
Gunship,      nil, 0,  2.,0, 12a,7d,  4h,2f,  8,0,  0, Hor, 000000001000100
Dropship/Marines*,nil,0,2.,0,14a,7d,  4h,2f,  8,0,  0, no,  000000000000100
Guardians*,   nil, 0,  2.,0,  9a,7d,  4h,2f,  5,0,  1, no,  000000000000000
Guardians*,   nil, 0,  2.,0,  9a,7d,  4h,2f,  5,0,  1, no,  000000000000000
Dropship/Marines,nil,0,2.,0, 14a,7d,  4h,2f,  8,0,  0, Phy, 000000000000100
Garrison Marines*,nil,0,2.,0, 8a,8d,  4h,2f,  5,0,  1, no,  000000000000000
Hunters,      nil, 0,  2.,0, 15a,6d,  4h,2f,  8,0,  0, Che, 000000000000100
Guardians,    nil, 0,  2.,0,  9a,7d,  4h,2f,  5,0,  1, Chi, 000000000000000
Assault Shuttle*,nil,0,2.,0, 13a,3d,  4h,2f,  7,0,  0, no,  000000001000100
Garrison Marines,nil,0,2.,0,  8a,8d,  4h,2f,  5,0,  1, Mat, 000000000000000
Hunters*,     nil, 0,  2.,0, 15a,6d,  4h,2f,  8,0,  0, no,  000000000000100
Warriors*,    nil, 0,  2.,0,  7a,9d,  4h,2f,  5,0,  1, no,  000100000000000
Warriors*,    nil, 0,  2.,0,  7a,9d,  4h,2f,  5,0,  1, no,  000100000000000
Queen*,       nil, 0,  2.,0, 13a,8d,  4h,2f,  8,0,  0, no,  000100000000000
Queen*,       nil, 0,  2.,0, 13a,8d,  4h,2f,  8,0,  0, no,  000100000000000
Dropship/Marines*,nil,0,2.,0,14a,7d,  4h,2f,  8,0,  0, no,  000000000000100
Gunship*,     nil,0,   2.,0, 12a,7d,  4h,2f,  8,0,  0, no,  000000001000100
Garrison Marines*,nil,0,2.,0, 8a,8d,  4h,2f,  5,0,  1, no,  000000000000000
Coloniser,    Cmp, 2,  3.,0,  0a,4d,  4h,2f,  5,2,  4, Las, 000000000000000
Hunt Cruiser, nil, 2,  8.,0, 14a,7d,  4h,2f, 12,2,  2, CA,  000000000000000
Freighter*,   nil, 2,  5.,0,  0a,7d,  4h,2f,  6,4,  4, no,  000000000000000
Conestoga,    nil, 2,  5.,0, 14a,10d, 4h,2f, 12,2,  2, Nav, 000000000000000
Freighter,    nil, 2,  5.,0,  0a,7d,  4h,2f,  6,4,  4, Mag, 000000000000000
Conestoga*,   nil, 2,  5.,0, 14a,10d, 4h,2f, 12,2,  2, no,  000000000000000
Hive-Ship,    nil, 2,  3.,0, 10a,10d, 4h,2f, 12,4,  4, Feu, 000000000000000
Hunt Cruiser*,nil, 2,  6.,0, 14a,7d,  4h,2f, 12,2,  2, no,  000000000000000
Guardians*,   nil, 0,  2.,0,  9a,7d,  4h,2f,  5,0,  1, no,  000000000000000
Hunters*,     nil, 0,  2.,0, 15a,6d,  4h,2f,  8,0,  0, no,  000000000000100
Hunters*,     nil, 0,  2.,0, 15a,6d,  4h,2f,  8,0,  0, no,  000000000000100
Nuke*,        nil, 0,  2.,0, 99a,0d,  1h,1f, 12,0,  0, no,  001000000000000
Nuke*,        nil, 0,  2.,0, 99a,0d,  1h,1f, 12,0,  0, no,  001000000000000
Nuke,         nil, 0,  2.,0, 99a,0d,  1h,1f, 14,0,  0, NF,  001000000000000
Representative,Uni,0,  2.,0,  0a,0d,  4h,2f,  4,0,  6, Wri, 000000000000010
Synthetic,    nil, 0,  2.,0,  0a,2d,  4h,2f,  4,0,  6, Uni, 000000000000010
Freight Container*,nil,0,1.,0,0a,1d,  4h,2f,  5,0,  7, no,  000000000000010
Freight Container,nil,0,1.,0, 0a,1d,  4h,2f,  5,0,  7, Tra, 000000000000010
Synthetic*,   nil, 0,  2.,0,  0a,2d,  4h,2f,  4,0,  6, no,  000000000000010
Null,         nil, 2,  4.,0, 14a,10d, 4h,2f, 16,4,  2, no,  000000000000000
Null,         nil, 2,  4.,0,  0a,7d,  4h,2f,  8,2,  4, no,  000000000000000
Null,         nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000

;
; Note: the above 3 unit types (extra land, space, 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,
;        . . .  Agriculture, bonus, #turns, ai-agriculture,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Terraform
;
;   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).
;
;  Agriculture/Mine = yes, no, or type of terrain changed to
;  Terraform     = Terrain type terraformers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for astronaut to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Dictatorship
;        2 Planetary Empire
;        3 Galactic Empire
;        4 Parasitism
;        5 Stellar Republic
;        6 Galactic Democracy
;
@TERRAIN
Red Giant Star,    1,2,  0,3,0,   no,  1, 5, 0,   yes, 1, 5,  2,  Jun,   ; Drt
Type K Orange Star,1,2,  1,1,0,   yes, 1, 5, 1,   no,  0,10,  0,  Grs,   ; Pln
Type G Yellow Star,1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  For,   ; Grs
Type A White Star, 1,2,  0,1,1,   yes, 1, 5, 1,   yes, 1, 5,  1,  Mou,   ; For
Type M Red Star,   1,2,  0,2,0,   no,  0,10, 0,   yes, 1, 5,  2,  Drt,   ; Hil
White Dwarf Star  ,1,2,  0,2,1,   yes, 1, 5, 1,   yes, 1, 5,  1,  Hil,   ; Mou
Worm Hole,         0,2,  0,0,4,   no,  0,10, 0,   yes, 1,10,  1,  no,    ; Tun
Black Hole,        3,2,  0,4,0,   no,  0, 0, 0,   yes, 1,10,  2,  no,    ; Gla
Type B Blue Star,  1,2,  1,0,1,   yes, 1, 5, 1,   no,  0,10,  0,  Pln,   ; Swa
Blue Giant Star,   1,2,  1,0,2,   yes, 1, 5, 1,   no,  0,10,  0,  Swa,   ; Jun
Deep Space,        1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Carbon,            1,2,  0,5,0,
Indigenous Life,   1,2,  2,2,0,
Type G Yellow Star,1,2,  2,1,0,
Silicon,           1,2,  0,2,2,
Hydrogen,          1,2,  0,4,0,
Plutonium,         1,2,  0,3,2,
Antimatter,        2,2,  0,0,5,
Dark Matter,       3,2,  0,5,0,
Indigenous Life,   1,2,  2,0,3,
Lithium,           1,2,  0,0,5,
Nebula,            2,2,  0,0,4,
Carbon,            1,2,  0,5,0,
Indigenous Life,   1,2,  2,2,0,
Type G Yellow Star,1,2,  2,1,0,
Silicon,           1,2,  0,2,2,
Hydrogen,          1,2,  0,4,0,
Plutonium,         1,2,  0,3,2,
Antimatter,        2,2,  0,0,6,
Dark Matter,       3,2,  0,6,0,
Indigenous Life,   1,2,  3,0,2,
Lithium,           1,2,  1,0,4,
Nebula,            2,2,  0,0,4,



@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Dictatorship,   Dictator,    Dictator
Planetary Empire,Emperor,    Empress
Galactic Empire,Grand Emperor,Grand Empress
Parasitism,     King,        Queen
Stellar Republic,President,  President
Galactic 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:  Colony style (0 - 3)
;           0 = Human
;           1 = Predator
;           2 = Alien
;           3 = Extra
;
;   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
Goldstein,    Nakashomo,           1, 1, 0, Anglo-Japanese Alliance,Anglo-Japanese,-1,  0,  0,    
Sharp-Eye,    Silver-Claw,         0, 2, 1, Yoshi Predators,Yoshi Predator,1,  0, -1,
Broken-Tusk,  Razor-Teeth,         0, 3, 1, Kiikawa Predators,Kiikawa Predator,1,  0, -1,   
Ying-Sao,     Dem-Ng,              0, 4, 0, Chinese Federation,Chinese,0,  1,  0,    
Houston,      Moore,               0, 5, 0, United Americans,American,-1, 1,  0,     
Red,          Red,                 1, 6, 2, Red Aliens,Red Alien,     1,  0,  1,   
Black,        Black,               1, 7, 2, Black Aliens,Black Alien, 1,  1,  1,  
Smirnov,      Ivanova,             0, 1, 0, Russian Commonwealth,Russian,0,  1,  0,    
Green,        Green,               1, 2, 2, Green Aliens,Green Alien, 1, -1,  1,
Depardeau,    Perona,              0, 3, 0, French Union,French,      0,  1,  0,   
Mighty-Fist,  Swift-Foot,          0, 4, 1, Maakesh Predators,Maakesh Predator,0,  1, -1,    
Cyan,         Cyan,                1, 5, 2, Cyan Aliens,Cyan Alien,  0,  1,  1,     
Scarred-Face, Quick-Spirit,        0, 6, 1, Lokki Predators,Lokki Predator,1, -1, -1,   
Jandi,        Demorah,             1, 7, 0, Indian Confederacy,Indian,-1, -1, 0,  
White,        White,               1, 1, 2, White Aliens,White Alien, 1,  0,  1,    
Bogoto,       Makesh,              0, 2, 0, African Alliance,African, 0, -1,  0,
Kohl,         Frankurt,            0, 3, 0, United Germans,German,   -1,  0,  0,   
Yellow,       Yellow,              1, 4, 2, Yellow Aliens,Yellow Alien,0, -1, 1,    
Stone-Jaw,    Gold-Skin,           0, 5, 1, Raalaam Predators,Raalaam Predator,1,  1, -1,     
Hussein,      Arafet,              0, 6, 0, New Arab League,Arab,     0,  0,  0,   
Far-Seeing,   Jade-Hair,           0, 7, 1, Bokosh Predators,Bokosh Predators, 0,  0, -1,  


;
;   Trading Commodities
;
@CARAVAN
Alien Animals,
Fibres,
Jewels,
Clothing,
Tools,
Lithium,
Carbon-fibre,
Steel,
Stimulants,
Plastics,
Silicon,
Narcotics,
Antimatter,
Dark Matter,
Hydrogen,
Plutonium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Shtl. Route,  R
Build Agriculture,  I
Build Mine,         m
Terraform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Corporal
Sergeant
Lieutenant
Captain
Major
General

@ATTITUDES
Harmonious
Friendly
Welcoming
Respectful
Neutral
Unwelcoming
Unfriendly
Hateful
Genocidal













