;
;   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.
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
Weather Magic,      4,-2,  U1,  Bri, 1, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Old Mans Scroll,    3,-2,  no,  no,  1, 4    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Caravan Raiding,    6,-1,  no,  no,  1, 0    ; Aut
Banking,            4, 1,  Tra, Rep, 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,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
When Pigs Fly,      4, 1,  no,  no,  1, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Gladiators,         4,-1,  Iro, Med, 0, 0    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
The Holy Book,      127, 0,  no,  no,  3, 3    ; FP 
Rebel Flag,         127, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Vampires Coffin,    127, 0,  no,  no,  3, 3    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
Korred Lizards,     127, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Pyramid Glass,      127, 1,  no,  no,  3, 3    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Adv Seafaring,      3, 0,  Mag, AFl, 1, 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
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Transport Magic,    6, 0,  no,  no,  3, 4    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Starship Technology,6,-1,  X1,  X4,  3, 4    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 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,  Ato, Che, 3, 3    ; FT 
Magic,              5, 5,  The, X4,  1, 4    ; U1 
Rhabdomancy,        5, 0,  U1,  U3,  1, 4    ; U2 
Advanced Mining,    4, 0,  Iro, nil, 0, 4    ; U3 
Protective Magic,   5, 2,  U1,  E2,  3, 4    ; X1 
Diabolic Magic,     5,-4,  U1,  nil, 2, 4    ; X2 
Ancient Magic,      5, 4,  U1,  Alp, 3, 4    ; X3 
Elven Alliance,     5, 0,  Pot, War, 0, 0    ; X4 
Dwarven Alliance,   4, 1,  U3,  Mon, 0, 0    ; X5 
Cannibal Tech.,     127, 0,  no,  no,  0, 0    ; X6 
Viking Lore,        127, 0,  no,  no,  3, 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,
Palace,                   10, 0,    Mas,
Barracks,                 15, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Tavern,                   12, 3,    MT, 
University,               16, 3,    Uni,
Carriage Transit,         16, 4,    U2, 
Colosseum,                10, 4,    Cst,
Tap the Menhir,           20, 4,    U2, 
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    Rep,
Power Plant,              16, 4,    no, 
Unicorn,                  24, 4,    X4, 
Troll Laborers,           16, 2,    U3, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    no, 
Modron,                   20, 5,    no, 
Research Lab,             16, 3,    no, 
Night Gaunts,             10, 2,    X1, 
Guardian,                  8, 1,    X1, 
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Dinosaur Lagoon,          16, 3,    X3, 
Tunnel,                   16, 3,    U3, 
Police Station,            6, 2,    Iro,
Castle By the Sea,         8, 3,    U1, 
Structural,                8, 0,    U1, 
Component,                16, 0,    X3, 
Module,                   32, 0,    Tac,
(Taxes),                  60, 0,    U2, 
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Great Wall,               30, 0,    Mas,
Great Dragons Academy,    30, 0,    Feu,
Holy Crusade,             30, 0,    Eng,
Hall of Friendship,       20, 0,    Tra,
Demonic Guards,           40, 0,    X2, 
Curwens Observatory,      30, 0,    Ast,
Seafarers Expedition,     40, 0,    Nav,
Idol of Cthulhu,          30, 0,    Sea,
Death Pact,               40, 0,    X2, 
Grand Cathederal,         40, 0,    The,
It came from the stars,   40, 0,    ToG,
Gold,                     40, 0,    Eco,
Journey of the Magi,      40, 0,    MT, 
Nenya Ring,               40, 0,    X4, 
TEMBA!,                   30, 0,    AFl,
Infernal Legion,          60, 0,    X2, 
Law of the Jungle,        60, 0,    PT, 
Manhattan Project,        60, 0,    no, 
Soft Blob,                60, 0,    FT, 
Neverending Journey,      60, 0,    U1, 
Arcane Scientist,         60, 0,    Tac,
Happiness,                60, 0,    Pot,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
AFl,        ; Hanging Gardens
Eco,        ; Colossus
Mag,        ; Lighthouse
U1,         ; Great Library
X2,         ; Oracle
X1,         ; Great Wall
nil,        ; Great Dragons Academy
X2,         ; Holy Crusade
FT,         ; Hall of Friendship
nil,        ; Demonic Guards
nil,        ; Curwens Observatory
nil,        ; Seafarers Expedition
nil,        ; Idol of Cthulhu
nil,        ; Death Pact
nil,        ; Grand Cathederal
nil,        ; It came from the stars
nil,        ; Gold
nil,        ; Journey of the Magi
nil,        ; Nenya Ring
nil,        ; TEMBA!
nil,        ; Infernal Legion
nil,        ; Law of the Jungle
nil,        ; Manhattan Project
nil,        ; Soft Blob
nil,        ; Neverending Journey
nil,        ; Arcane Scientist
nil,        ; Happiness


;
;    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,     X5,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Dwarven Miners,nil, 0,  2.,0,  0a,4d,  2h,1f,  4,0,  5, X5,  000000000000001
Warriors,     Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Phalanx,      Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Archers,      nil, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000010000
Legion,       nil, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Pikemen,      nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Myrmidons,    nil, 0,  2.,0,  2a,4d,  2h,1f,  6,0,  1, Chi, 000000000000000
Shackled Man, nil, 0,  0.,0,  5a,10d, 3h,3f,  6,0,  0, no,  000000000100101
Elven Archer, Chi, 0,  1.,0,  4a,3d,  1h,1f,  6,0,  1, X4,  000001000000011
Ogre,         nil, 0,  2.,0,  7a,1d,  1h,3f,  8,0,  0, X6,  000000000000000
Angry Avatar, nil, 0,  1.,0,  5a,4d,  3h,3f,  4,0,  1, no,  010011101010111
Undead Korred,nil, 0,  4.,0, 10a,10d, 2h,2f, 30,0,  0, Las, 000000000010001
Elite Knights,nil, 0,  2.,0,  6a,4d,  2h,1f,  6,0,  0, FP,  000000000000000
Orog,         nil, 0,  2.,0,  5a,5d,  1h,1f,  7,0,  1, Las, 000000000000000
Horsemen,     Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
Chariot,      PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
Elephant,     MT,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Crusaders,    nil, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, MT,  000000000000000
Knights,      nil, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Angry Ancestor,no,  0,  2.,0,  5a,2d,  2h,2f,  5,0,  0, no,  000000000000000
Angry Spirit, nil, 0,  2.,0,  8a,3d,  1h,1f,  6,0,  0, no,  000000100000000
Tasloi,       X4,  0,  3.,0,  2a,3d,  1h,1f,  3,0,  0, Gen, 000000000000000
Catapult,     nil, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Lost Soul,    nil, 1, 14.,2,  5a,3d,  2h,2f,  7,0,  3, Amp, 000000000010011
Barghest,     nil, 0,  1.,0,  8a,2d,  1h,1f,  7,0,  0, Las, 000001000000010
Treasure,     nil, 0,  0.,0,  0a,12d, 2h,1f,  3,0,  0, no,  000000000000000
Fighter,      nil, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
Bomber,       nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Stlth Ftr.,   nil, 1, 42.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Flying Pig,   nil, 1,  1.,0,  0a,1d,  1h,1f,  6,0,  5, Cmp, 000000000000001
Trireme,      Sea, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Caravel,      Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000000000
Galleon,      nil, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Frigate,      NP,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
Cannibal Canoe,Mag, 2,  3.,0,  2a,3d,  1h,1f,  5,4,  4, X6,  000000000000000
Greatship,    nil, 2,  6.,0,  7a,4d,  2h,1f, 10,3,  2, NP,  110000000000001
Amphibian,    nil, 2,  4.,0,  6a,3d,  1h,1f,  8,0,  2, X3,  100000000100000
Nixie,        nil, 2,  0.,0,  8a,8d,  3h,2f, 10,0,  2, no,  010000000001000
Storm At Sea, nil, 2,  4.,0, 12a,12d, 4h,2f,  6,0,  0, AFl, 001000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Dragonship,   Nav, 2,  3.,0,  2a,1d,  1h,1f,  5,3,  4, Sea, 000000000100000
Lightning Bolt,nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, AFl, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Diplomat,     MT,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Holy Man,     nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, MT,  000000000000011
Caravan,      X5,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Dwarven Trader,nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, X5,  000000000000010
Explorer,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
Elf Warrior,  Chi, 0,  2.,0,  4a,3d,  1h,1f,  5,0,  0, X4,  000000000000011
Canoe,        Map, 2,  2.,0,  0a,1d,  1h,1f,  2,1,  4, nil, 000000000100000
Yaun - Ti,    nil, 0,  1.,4,  3a,6d,  2h,2f, 10,0,  1, Min, 100000000000000
Histallachi,  The, 0,  1.,0,  2a,1d,  1h,1f,  1,0,  0, Min, 000000000000000
Kelpie,       nil, 2,  3.,0,  5a,1d,  1h,1f,  4,0,  2, Min, 100000000001000
Red Dragon,   nil, 0,  4.,0, 15a,5d,  2h,2f, 30,0,  0, X7,  000000000010001
Crow Maiden,  nil, 0,  1.,0,  1a,4d,  1h,1f,  4,0,  1, X7,  000000100010000
Vikings,      nil, 0,  1.,0,  5a,2d,  2h,1f,  4,0,  0, X7,  000000000000100
Wraith,       nil, 1,  6.,0,  5a,3d,  2h,2f,  8,0,  0, Inv, 000000000000000
Earth Demon,  nil, 0,  2.,0,  5a,4d,  2h,1f,  8,0,  0, Inv, 000001001000010
Skeleton,     MT,  0,  1.,0,  4a,1d,  1h,2f,  1,0,  0, Inv, 001000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 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
Dark Dust,  2,2,  2,2,2,   Oce, 0, 5, 1,   Oce, 1,15,  1,  Oce,   ; 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,   Swa,  0, 0, 0,  Jun, 0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Rhino,      1,2,  1,3,1,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,2,
Volcano,    3,6,  0,1,6,
Musk Ox,    1,2,  3,1,0,
Sarnath,    2,2,  3,3,4,
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,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Mithril,    3,6,  0,6,7,
Furs,       1,2,  2,0,3,
Standing Stone,10,20,  3,4,3,
Spice,      2,3,  3,1,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Miss
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Fundamentalism, High Priest, High Priestess
Communism,      Chairman,    Chairperson
Republic,       Counsel,     Counsel
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
Democracy,    President,           0, 1, 1, Romans,      Romans,      0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Dictator,     Imperator,           0, 2, 0, Babylonians, Babylonians,-1, -1,  1,
Ishtari,      Babylonians,         0, 3, 3, French,      French,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Archbishop,   Chancellor,          1, 4, 0, Egyptians,   Egyptians,   0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Pharaoh,      Great Pharaoh,       0, 5, 1, Americans,   Americans,  -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Reverend,     Speaker,             1, 6, 0, Greeks,      Greeks,      1,  1, -1,     6, Prime Minister, Prime Minister
Greek,        Prime Minister,      0, 7, 2, Indians,     Indians,    -1, -1,  0,     2, Maharaja, Maharaja,
Indian,       Maharaja,            1, 1, 3, Russians,    Russians,    1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Czarina,      Patriarch,           0, 2, 0, Zulus,       Zulus,      -1,  0,  0,
Shakala,      Zulus,               0, 3, 3, Germans,     Germans,     1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Archbishop,   Premier,             0, 4, 0, Aztecs,      Aztecs,      1, -1,  1,
Nazca,        Aztecs,              0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Chinese,      Chairman,            1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Lady Protector,Prime Minister,      0, 7, 2, Mongols,     Mongols,     1,  1, -1,
Bortei,       Mongols,             1, 1, 3, Celts,       Celts,       1,  1, -1,     4, Druid, Druid
Celtic,       Druid,               0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Shogun,       Prime Minister,      1, 3, 3, Vikings,     Vikings,     1,  1, -1,     1, Warlord, Warlord
Viking,       Warlord,             1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Spanish,      Archbishop,          0, 5, 0, Persians,    Persians,   -1, -1,  1,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Shah,         Ayatollah,           0, 6, 1, Carthaginians,Carthaginians, 0,  0, -1,
Dido,         Carthaginians,       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
Wood,
Manatees,
Junk,
Amber,
Hides,
Wool,
Dogs,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Starmetal,


@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
Threatening
Hostile
Enraged













