;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 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
6       ; 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)
8       ; City size for first unhappiness at Chieftain level
16      ; 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
3       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
100     ; 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)
0       ; 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
Amphibious Combat,  4,-2,  Esp, San, 0, 0    ; AFl
Apprehension,       5, 1,  no,  no,  0, 0    ; Alp
Arms Proficiency,   7,-2,  Sth, Pla, 0, 0    ; Amp
Applied Science,    4, 1,  MP,  Mas, 0, 3    ; Ast
Aviation,           4,-1,  Hor, Esp, 0, 0    ; Ato
Blank,              6,-1,  no,  no,  0, 4    ; Aut
Ballistics,         4, 1,  no,  no,  0, 0    ; Ban
Bridging,           4, 0,  no,  no,  0, 4    ; Bri
Caper,              8, 0,  no,  no,  0, 0    ; Bro
Certitude,          5, 0,  nil, nil, 0, 2    ; Cer
Aspirations,        5,-1,  no,  no,  0, 3    ; Che
Capo di tutti capi, 8, 0,  CA,  Sup, 0, 0    ; Chi
Civil Rights,       4, 1,  no,  no,  0, 2    ; CoL
Chicago,            5,-1,  X7,  nil, 0, 0    ; CA 
Blank,              5,-1,  no,  no,  0, 4    ; Cmb
Commendation,       5, 0,  PT,  Rep, 0, 2    ; Cmn
Blank,              4, 1,  no,  no,  0, 4    ; Cmp
Blank,              7,-1,  no,  no,  0, 0    ; Csc
Construction,       6,-1,  no,  no,  0, 3    ; Cst
Commerce,           4, 0,  Tra, Mas, 0, 1    ; Cor
Blank,              4, 1,  no,  no,  0, 1    ; Cur
Deliverance,        5, 1,  no,  no,  0, 2    ; Dem
Diversion,          4, 1,  Tra, MP,  0, 4    ; Eco
Economics,          4, 1,  Cor, Rob, 0, 1    ; E1 
Encampment,         4,-1,  nil, nil, 0, 0    ; E2 
Energy Management,  4, 2,  E1,  PT,  0, 4    ; Eng
Enforcement,        3, 1,  no,  no,  0, 2    ; Env
Enterprise,         4, 0,  Pla, nil, 0, 4    ; Esp
Espionage,          5,-1,  Rob, Mat, 1, 1    ; Exp
Ethics,             4, 1,  Roc, Mas, 0, 3    ; Feu
Fabrication,        4, 0,  Roc, Esp, 0, 4    ; Fli
Federalism,         3,-2,  no,  no,  0, 2    ; Fun
Firearms,           3, 0,  no,  no,  0, 2    ; FP 
Fraud,              4, 0,  MP,  Phi, 1, 1    ; Gen
Guile,              4,-1,  Plu, nil, 0, 0    ; Gue
Blank,              8,-2,  no,  no,  0, 0    ; Gun
Incursion,          4,-1,  Whe, Fli, 0, 0    ; Hor
Blank,              6, 0,  no,  no,  0, 1    ; Ind
Infiltration,       6,-2,  no,  no,  0, 0    ; Inv
Blank,              5,-1,  no,  no,  0, 4    ; Iro
Blank,              4,-1,  no,  no,  0, 2    ; Lab
Blank,              4, 0,  no,  no,  0, 3    ; Las
Legitimacy,         5,-1,  no,  no,  0, 0    ; Ldr
Blank,              5, 2,  no,  no,  0, 3    ; Lit
Blank,              4,-2,  no,  no,  0, 4    ; Too
Blank,              4,-1,  no,  no,  0, 3    ; Mag
Infringement,       6,-1,  no,  no,  0, 0    ; Map
Infrastructure,     4, 1,  E2,  nil, 0, 4    ; Mas
Inquiry,            5, 0,  Cer, nil, 0, 3    ; MP 
Laundering,         4,-1,  Eco, Gen, 0, 1    ; Mat
Maritime Aptitude,  4,-1,  Sea, E2,  0, 0    ; Med
The Spoils,         8, 0,  no,  no,  0, 0    ; Met
Medicine,           4, 1,  Mas, Rob, 0, 3    ; Min
Blank,              8,-1,  no,  no,  0, 0    ; Mob
Menace,             7, 1,  Sth, MP,  0, 2    ; Mon
Monopoly,           5, 1,  Eco, nil, 0, 4    ; MT 
Seizure,            8, 0,  no,  no,  0, 0    ; Mys
Omerta,             8, 0,  no,  no,  0, 0    ; Nav
Blank,              6,-2,  no,  no,  0, 3    ; NF 
Conquest,           5, 0,  X7,  nil, 0, 0    ; NP 
Philosophy,         6, 1,  MP,  Sea, 0, 2    ; Phi
Policing,           4,-1,  no,  no,  0, 0    ; Phy
Productivity,       4, 1,  Cor, nil, 0, 4    ; Pla
Propaganda,         4, 1,  Esp, Eco, 0, 1    ; Plu
Public Influence,   4, 1,  Plu, nil, 0, 1    ; PT 
Raiding,            6,-1,  Amp, U2,  0, 0    ; Pot
Radar,              3, 0,  X7,  nil, 0, 3    ; Rad
Rebellion,          3, 0,  no,  no,  0, 0    ; RR 
Reconnaisance,      4, 0,  U2,  Sea, 0, 0    ; Rec
Road to Success,    8, 0,  no,  no,  0, 0    ; Ref
Rural Sanction,     3, 1,  PT,  Esp, 0, 1    ; Rfg
Reputation,         5, 1,  Cor, Phi, 0, 2    ; Rep
Scholarship,        5, 2,  MP,  Ast, 0, 3    ; Rob
Scrutiny,           6, 2,  nil, Rob, 0, 3    ; Roc
Seafaring,          4, 0,  Med, Sth, 0, 0    ; San
Seige,              4,-1,  nil, nil, 0, 0    ; Sea
Skirmish,           4,-2,  Hor, Pot, 0, 0    ; SFl
Standover,          3,-1,  nil, Sea, 0, 0    ; Sth
Terrorism,          4,-1,  Amp, Rep, 0, 0    ; SE 
Blank,              4,-1,  no,  no,  0, 4    ; Stl
Treasury Files,     4, 1,  X7,  nil, 0, 3    ; Sup
Vito's Tale,        6,-1,  ToG, nil, 0, 3    ; Tac
Thankfulness,       3, 2,  no,  no,  0, 2    ; The
Vito's Escape,      4, 0,  X7,  nil, 0, 3    ; ToG
Trading,            4, 2,  Wri, nil, 0, 1    ; Tra
Training,           5,-2,  Whe, SE,  0, 0    ; Uni
Transit,            4, 1,  PT,  Feu, 0, 1    ; War
Violation,          4,-1,  Rec, Amp, 0, 0    ; Whe
Warehousing,        4, 2,  nil, nil, 0, 4    ; Wri
Way Too Clever,     2, 0,  War, Fli, 1, 3    ; ...
Weaponary,          3,-1,  MP,  Amp, 0, 0    ; U1 
Wheelmanship,       3,-1,  nil, nil, 0, 0    ; U2 
Zenith,             1, 0,  War, nil, 1, 3    ; U3 
Zenith,             1, 0,  Fli, U3,  1, 3    ; X1 
Zenith,             1, 0,  Ato, X1,  1, 3    ; X2 
Zenith,             1, 0,  Eng, X2,  1, 3    ; X3 
Zenith,             1, 0,  Exp, X3,  1, 3    ; X4 
Zenith,             1, 0,  Whe, X4,  1, 3    ; X5 
Zenith,             1, 0,  SFl, X5,  1, 3    ; X6 
Zenith,             1, 0,  nil, X6,  1, 3    ; 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,
Headquarters,             10, 0,    nil,
Arsenal,                   4, 1,    Sea,
Warehouse,                 6, 1,    Wri,
Restaurant,                4, 1,    Cer,
Market Place,              6, 1,    Tra,
Library,                   6, 0,    MP, 
Courthouse,                8, 1,    Feu,
Outpost,                   8, 0,    E2, 
Reservoir,                 8, 2,    Mas,
Casino,                   12, 3,    Mat,
Snooker Hall,             12, 3,    MT, 
Laboratory,               12, 3,    Roc,
Mass Transit,             16, 4,    no, 
Stadium,                  10, 4,    Eco,
Factory,                  20, 4,    Esp,
Foundry,                  32, 6,    Fli,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    Eng,
Nuclear Plant,            16, 2,    no, 
Accountancy Firm,         12, 2,    Tac,
Hospital,                 12, 2,    Min,
Crop Duster Airbase,       8, 3,    Rfg,
Highways,                 20, 5,    War,
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Med,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Mas,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Jazz Club,                 6, 2,    Plu,
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Denver Treasury Office,   20, 0,    nil,
Hollywood Studios,        60, 0,    nil,
Panama Canal,             60, 0,    nil,
Lighthouse,               60, 0,    nil,
Great Library,            30, 0,    no, 
Indy 500,                 30, 0,    Eco,
Capitol,                  60, 0,    nil,
Parris Island,            30, 0,    Uni,
Ford's Assembly Line,     30, 0,    Pla,
Marco Polo's Embassy,     20, 0,    no, 
Federal Bureau,           60, 0,    MT, 
Pluto Discovery Program,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    no, 
Augusta Golf Club,        30, 0,    Eco,
Tax Case Legal Defence,   40, 0,    Dem,
Olympics,                 40, 0,    Plu,
Einstein's Auditorium,    40, 0,    Rob,
US Mint,                  40, 0,    E1, 
The Commission,           10, 0,    Tac,
Not Included,             40, 0,    no, 
Statue of Liberty,        30, 0,    nil,
Women's Suffrage,         60, 0,    MT, 
San Francisco Treasury,   60, 0,    nil,
Manhattan Project,        60, 0,    no, 
Winnipeg Treasury Office, 60, 0,    nil,
Apollo Program,           60, 0,    no, 
Guatemala Treasury Office,60, 0,    nil,
Acadamy Awards,           40, 0,    Plu,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Inv,        ; Denver Treasury Office
nil,        ; Hollywood Studios
nil,        ; Panama Canal
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Indy 500
Phi,        ; Capitol
Hor,        ; Parris Island
Eng,        ; Ford's Assembly Line
nil,        ; Marco Polo's Embassy
nil,        ; Federal Bureau
nil,        ; Pluto Discovery Program
nil,        ; Magellan's Expedition
nil,        ; Augusta Golf Club
nil,        ; Tax Case Legal Defence
nil,        ; Olympics
nil,        ; Einstein's Auditorium
nil,        ; US Mint
nil,        ; The Commission
nil,        ; Not Included
nil,        ; Statue of Liberty
nil,        ; Women's Suffrage
Inv,        ; San Francisco Treasury
nil,        ; Manhattan Project
Inv,        ; Winnipeg Treasury Office
nil,        ; Apollo Program
Inv,        ; Guatemala Treasury Office
nil,        ; Acadamy Awards


;
;    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
Builders,     RR,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, Bri, 000000000000010
Blank,        nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000010
Street Thugs, SE,  0,  1.,0,  3a,1d,  1h,1f,  2,0,  0, Map, 000000000000000
Patrolman,    SE,  0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, Phy, 000000000000000
Hit Men,      CoL, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, Sth, 000000000000000
Marksmen,     CoL, 0,  1.,0,  5a,1d,  1h,1f,  4,0,  0, Amp, 000000000000000
Sharpshooters,CoL, 0,  1.,0,  6a,2d,  2h,1f,  5,0,  0, SE,  000010000000001
Blank,        Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Vigilantes,   nil, 0,  1.,0,  1a,2d,  1h,1f,  5,0,  1, nil, 000100000000000
Enforcers,    CoL, 0,  1.,0,  4a,3d,  2h,1f,  5,0,  1, Gue, 000000000000000
Tommy Gunners,CoL, 0,  1.,0,  8a,1d,  2h,1f,  5,0,  0, U1,  000000000000000
Vigilantes*,  Che, 0,  1.,0,  1a,2d,  1h,1f,  5,0,  1, nil, 000000000000000
Hoodlums,     CoL, 0,  1.,0,  4a,1d,  1h,1f,  4,0,  0, San, 000000000000100
Skippers,     CoL, 0,  1.,0,  6a,2d,  2h,1f,  5,0,  1, AFl, 000000000000100
Convertable,  Hor, 0,  3.,0,  3a,1d,  1h,1f,  3,0,  0, Map, 000000000000000
Light Vehicle,CoL, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, Rec, 000000000000000
Heavy Vehicle,CoL, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Whe, 000000000000000
Police Car,   Nav, 0,  2.,0,  5a,1d,  1h,1f,  7,0,  0, Rec, 000000000000001
Armed Car,    CoL, 0,  2.,0,  7a,2d,  2h,1f,  5,0,  0, Hor, 000000000000000
Blank,        Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Sniper,       Nav, 0,  1.,0,  4a,2d,  2h,1f,  7,0,  0, SE,  000010000000001
Cavalry,      Nav, 0,  2.,0,  8a,3d,  2h,1f,  5,0,  0, Ban, 000000000000000
Armored Car,  CoL, 0,  2.,0,  8a,3d,  2h,1f,  8,0,  0, SFl, 000000000000000
Artillery,    CoL, 0,  1.,0, 10a,1d,  1h,1f,  5,0,  0, Pot, 000000000000000
Bonnie + Clyde,Ldr, 0,  2.,0,  0a,3d,  2h,1f, 10,0,  1, no,  010010000000001
John Dillinger,Ldr, 0,  2.,0,  0a,3d,  2h,1f, 10,0,  1, no,  000000000000001
Capodecina,   CoL, 0,  2.,0,  4a,3d,  2h,1f,  5,0,  1, NP,  000001000000011
Al Capone,    Rad, 0,  0.,0,  0a,4d,  3h,1f, 10,0,  1, no,  010010000000000
Henchmen,     Rad, 0,  0.,0,  0a,4d,  3h,1f, 10,0,  1, no,  000000000000000
Aeroplane,    CoL, 1,  6.,6,  5a,2d,  2h,2f,  8,0,  0, Ato, 000000001000011
Henchmen*,    Ldr, 0,  1.,0,  3a,2d,  2h,1f,  5,0,  1, Rad, 000000000000001
Dutch Schultz,Ldr, 0,  2.,0,  0a,3d,  2h,1f, 10,0,  1, no,  000000000000001
Motor Boat,   CoL, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Med, 000000000100000
Gunboat,      CoL, 2,  3.,0,  3a,2d,  2h,2f,  4,5,  2, AFl, 000000000000000
Blank,        nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, no,  000000000000100
Blank,        E1,  1, 42.,127, 24a,22d, 2h,1f,  5,2,  2, no,  000000000000000
Blank,        E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Vito,         nil, 0,  1.,0,  0a,3d,  3h,1f,  6,0,  1, no,  100000000000001
Blank,        nil, 0,  5.,0,  6a,6d,  3h,2f,  8,0,  1, no,  100000000000001
Penitentiary, nil, 0,  0.,0,  0a,2d,  2h,2f, 10,0,  1, no,  110000000000001
Hide Out,     nil, 0,  0.,0,  0a,4d,  2h,2f, 10,0,  1, no,  000000000000001
Hide-Out,     nil, 0,  0.,0,  0a,4d,  2h,2f, 10,0,  1, no,  000000000001001
Hide_Out,     nil, 0,  0.,0,  0a,4d,  2h,2f, 10,0,  1, no,  000000010000001
Blank,        nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Blank,        nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Blank,        nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Confidence Man,CoL, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  6, Gen, 000000000000010
Grifter,      RR,  0,  3.,0,  0a,1d,  1h,1f,  3,0,  6, Exp, 000000000000011
Freight,      Dem, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Blank,        nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Blank,        Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Riflemen,     Nav, 0,  1.,0,  3a,1d,  2h,1f,  4,0,  0, Amp, 000000000000001
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1, 42.,90,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; 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 Menace
;        3 Commendation
;        4 Federalism
;        5 Reputation
;        6 Deliverance
;
@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,  1,2,3,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Moose,      2,3,  3,2,0,
Wine,       2,4,  1,1,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Marlin,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,	Mr.,	     Ms.,
Despotism, 	Don,         Don
Menace,         Don,         Don
Commendation,   Don,         Don
Federalism,     Citizen,     Citizen
Reputation,     Consul,      Consul
Deliverance,    Mr.,	     Ms.,

;
;   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
Lucky Luciano,Lucky Luciano,       0, 1, 1, Genovese Mob,Genovese,   -1,  0,  1,
Sam Corolla,  Sam Corolla,         0, 2, 1, Matrangas,   Matranga,    1, -1,  0,
Joe Bonanno,  Joe Bonanno,         0, 3, 1, Bonannos,    Bonnano,     1, -1,  1,
Toto D'Aquila,Toto D'Aquila,       0, 4, 0, Gambinos,    Gambino,     0,  0,  1,
Joe Petrosino,Joe Petrosino,       0, 5, 2, Police*,     Police*,    -1, -1, -1,     6, Commissioner,	Commissioner
Hugh Lofting, Hugh Lofting,        0, 6, 0, Federation*, Federate*,  -1, -1,  1,     4, Citizen,	Citizen, 1, Citizen,	Citizen, 2, Citizen,	Citizen
John Torrio,  John Torrio,         0, 7, 0, Camorras*,   Camorra*,    1, -1, -1,     6, Don,		Don
Lucky Luciano,Lucky Luciano,       0, 1, 1, Genovese Mob,Genovese,   -1,  0,  1,
Sam Corolla,  Sam Corolla,         0, 2, 1, Matrangas,   Matranga,    1, -1,  0,
Joe Bonanno,  Joe Bonanno,         0, 3, 1, Bonannos,    Bonnano,     1, -1,  1,
Toto D'Aquila,Toto D'Aquila,       0, 4, 0, Gambinos,    Gambino,     0,  0,  1,
Joe Petrosino,Joe Petrosino,       0, 5, 2, Police*,     Police*,    -1, -1, -1,     6, Commissioner,	Commissioner
Hugh Lofting, Hugh Lofting,        0, 6, 0, Federation*, Federate*,  -1, -1,  1,     4, Citizen,	Citizen, 1, Citizen,	Citizen, 2, Citizen,	Citizen
John Torrio,  John Torrio,         0, 7, 0, Camorras*,   Camorra*,    1, -1, -1,     6, Don,		Don
Lucky Luciano,Lucky Luciano,       0, 1, 1, Genovese Mob,Genovese,   -1,  0,  1,
Sam Corolla,  Sam Corolla,         0, 2, 1, Matrangas,   Matranga,    1, -1,  0,
Joe Bonanno,  Joe Bonanno,         0, 3, 1, Bonannos,    Bonnano,     1, -1,  1,
Toto D'Aquila,Toto D'Aquila,       0, 4, 0, Gambinos,    Gambino,     0,  0,  1,
Joe Petrosino,Joe Petrosino,       0, 5, 2, Police*,     Police*,    -1, -1, -1,     6, Commissioner, Commissioner
Hugh Lofting, Hugh Lofting,        0, 6, 0, Federation*, Federate*,  -1, -1,  1,     4, Citizen,	Citizen, 1, Citizen,	Citizen, 2, Citizen,	Citizen
John Torrio,  John Torrio,         0, 7, 0, Camorras*,   Camorra*,    1, -1, -1,     6, Don,		Don

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
Moonshine,
Beer,
Gin,
Furs,
Tobacco,
Wine,
Vodka,
Rum,
Explosives,
Jewels,
Firearms,
Minks,
Whisky,
Cigars,
Cognac,
Narcotics,


@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













