;
;   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)
10      ; 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
8       ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
90      ; 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
Destroy Rio,        4,-2,  U1,  nil, 3, 1    ; AFl  0
Reverse Engineering,5, 1,  X1,  nil, 3, 4    ; Alp
Genetic Tailoring,  3,-2,  Chi, Gue, 3, 4    ; Amp  2
Machine Grafting,   4, 1,  Eng, X2,  3, 4    ; Ast
Small Engine Repair,4,-1,  Alp, nil, 3, 4    ; Ato
XXXXXXXXXXXXXXXXXXX,6,-1,  no,  no,  3, 4    ; Aut
Boating,            4, 1,  Bro, nil, 3, 4    ; Ban
Engineering,        4, 0,  Wri, nil, 3, 4    ; Bri
Gasoline Engines,   6,-1,  Ato, nil, 3, 4    ; Bro
Television,         5, 0,  Alp, nil, 3, 4    ; Cer
Satellite Contact,  5,-1,  Alp, nil, 3, 4    ; Che
Tapped Datastore,   4,-2,  Che, nil, 3, 4    ; Chi
Homo Alatus,        4, 1,  Feu, Amp, 3, 4    ; CoL
Homo Aquaticus,     5,-1,  Amp, Csc, 3, 4    ; CA 
XXXXXXXXXXXXXXXXXXX,5,-1,  no,  no,  2, 4    ; Cmb
XXXXXXXXXXXXXXXXXXX,5, 0,  no,  no,  2, 2    ; Cmn
Hunting,            4, 1,  X1,  nil, 3, 4    ; Cmp
Dolphin Uplift,     7,-1,  Amp, X1,  3, 4    ; Csc
Fortification,      4, 0,  Wri, nil, 3, 4    ; Cst
Home Shopping,      4, 0,  Cer, Mys, 3, 4    ; Cor
Military Ordnance,  4, 1,  Cmp, Tra, 3, 4    ; Cur
XXXXXXXXXXXXXXXXXXX,5, 1,  no,  no,  2, 2    ; Dem
Geothermal Power,   4, 1,  Chi, Too, 3, 4    ; Eco
New Pictures,       4, 0,  no,  no,  2, 4    ; E1
Virtual Reality,    4, 1,  Mys, X1,  3, 4    ; E2
Supercoated Myelin, 4, 0,  Amp, X2,  3, 4    ; Eng
Nutrient Synthesis, 3, 1,  Chi, nil, 3, 4    ; Env
Neutrino Deflection,2,-1,  Chi, nil, 3, 4    ; Esp
XXXXXXXXXXXXXXXXXXX,5, 0,  no,  no,  2, 4    ; Exp
Aerodynamics,       4,-1,  Cur, Bro, 3, 4    ; Feu
Art of Gomi,        4,-1,  Wri, Tra, 3, 4    ; Fli
Awareness,          3,-2,  U3,  nil, 3, 1    ; Fun
Law of the Road,    3, 0,  Bro, Cmp, 3, 4    ; FP
EMP Manipulation,   3, 2,  Mys, Lit, 3, 4    ; Gen 33
Secrets of Goodlife,4, 1,  U2,  nil, 3, 4    ; Gue 34
XXXXXXXXXXXXXXX,    8,-2,  no,  no,  1, 0    ; Gun
Human Resistance,   4,-1,  U2,  nil, 3, 4    ; Hor 36
XXXXXXXXXXXXXXXXX,  6, 0,  no,  no,  2, 1    ; Ind
SV Merkin,          6, 0,  no,  no,  3, 1    ; Inv 38
SV Euro,            5,-1,  no,  no,  3, 1    ; Iro 39 
SV Safrika,         4,-1,  no,  no,  3, 1    ; Lab 40
SV Kitai,           4, 0,  no,  no,  3, 1    ; Las 41
SV Ruski,           5,-1,  no,  no,  3, 1    ; Ldr 42
Countermeasures,    5, 2,  Cur, Che, 3, 4    ; Lit
Visited GMS,        4,-2,  no,  no,  3, 4    ; Too 44
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT
Satelite Uplink,    4, 0,  Cer, Chi, 3, 4    ; Mys
XXXXXXXXXXXXXXXXXX, 6,-1,  no,  no,  4, 3    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  no,  no,  0, 2    ; PT
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
XXXXXXXXXXXXXXXXX,  6, 0,  no,  no,  2, 1    ; 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,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Chinese Genetics,   6, 0,  Amp, U3,  3, 1    ; San 74
Merkin Genetics,    6, 0,  Amp, U3,  3, 1    ; Sea 75
Safrikan Genetics,  6, 0,  Amp, U3,  3, 1    ; SFl 76 
Euro Genetics,      6, 0,  Amp, U3,  3, 1    ; Sth 77
Russian Genetics,   6, 0,  Amp, U3,  3, 1    ; SE  78
Chinese Solution,   2, 0,  X5,  nil, 3, 1    ; Stl 79
Merkin Solution,    2, 0,  X3,  nil, 3, 1    ; Sup 80 
Euro Solution,      2, 0,  X6,  nil, 3, 1    ; Tac 81 
Safrikan Solution,  2, 0,  X7,  nil, 3, 1    ; The 82
Russian Solution,   2, 0,  X4,  nil, 3, 1    ; ToG 83
Barter,             4, 2,  U2,  nil, 3, 4    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Human Tech,         4, 2,  U2,  nil, 3, 4    ; Wri
Future Technology,  1, 0,  FP,  Rec, 2, 3    ; ...
Unreachable Tech,   3, 0,  no,  no,  0, 0    ; U1
Pedia Tech,         3, 0,  U1,  nil, 2, 3    ; U2
Machine Intelligence,3,0,  U2,  nil, 3, 1    ; U3
Vault Culture,      3, 0,  U2,  nil, 3, 4    ; X1
Goodlife Culture,   3, 0,  U2,  nil, 3, 4    ; X2
Destroy Norad,      4, 0,  Sea, AFl, 3, 1    ; X3  95
Destroy Oshibka,    4, 0,  SE,  AFl, 3, 1    ; X4  96
Destroy Peking,     4, 0,  San, AFl, 3, 1    ; X5  97
Destroy Brussels,   4, 0,  Sth, AFl, 3, 1    ; X6  98 
Destroy Johannes,   4, 0,  SFl, AFl, 3, 1    ; X7  99


;
; 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,
Vault,                    10, 0,    U2, 
Barracks,                  4, 1,    no, 
Hydroponic Domes,          4, 1,    Env,
Cable Television,          4, 1,    Cer,
Autofac,                   8, 1,    U3, 
Vault Library Access,      4, 0,    X1, 
Agora,                     8, 0,    Wri,
Ruins,                     8, 0,    U2, 
Rad-Shield,                8, 1,    Esp,
Bank,                     12, 3,    no, 
Cathedral,                12, 3,    no, 
Datastore Retrieval,       6, 1,    Chi,
Mass Transit,             16, 4,    no, 
Holodeck,                  6, 0,    X1, 
Machine Shop,              6, 1,    X1, 
Clone Vats,                4, 1,    X2, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Fossil Fuel Plant,        16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewer System,             12, 2,    no, 
Supermarket,               8, 3,    no, 
Scavengers Guild,          6, 1,    Fli,
Research Park,            16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Solar Plant,              32, 4,    no, 
Refinery,                  6,35,    U2, 
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Pyramids,                 20, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Deuterium Reactor,        20, 0,    U2, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Pirate Television,        15, 0,    Mys,
Random Alpha Decay,       30, 0,    U2, 
Fane of Technodoxy,       30, 0,    U2, 
King Richard's Crusade,   30, 0,    no, 
Aleph,                    20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Turing Machinery,         30, 0,    U2, 
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    no, 
Secret of Goodlife,       40, 0,    U2, 
Leibowitz Abbey,          40, 0,    U2, 
Von Neumann Imperative,   40, 0,    U2, 
Zaibatsu Syndicate,       40, 0,    U2, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Geo-Core On-line!,        60, 0,    Eco,
Fall of Civilization,     60, 0,    nil,
United Nations,           60, 0,    no, 
Hacked Satellite Network, 15, 0,    Mys,
Geothermal Probe,         60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Deuterium Reactor
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Pirate Television
nil,        ; Random Alpha Decay
nil,        ; Fane of Technodoxy
nil,        ; King Richard's Crusade
nil,        ; Aleph
nil,        ; Michelangelo's Chapel
nil,        ; Turing Machinery
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
nil,        ; Secret of Goodlife
nil,        ; Leibowitz Abbey
nil,        ; Von Neumann Imperative
nil,        ; Zaibatsu Syndicate
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Geo-Core On-line!
nil,        ; Fall of Civilization
nil,        ; United Nations
nil,        ; Hacked Satellite Network
nil,        ; Geothermal Probe
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Servant,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, X2,  000000000000010
Builder,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, X1,  000000000000000
Soldier,      nil, 0,  1.,0,  5a,3d,  1h,1f,  2,0,  1, X1,  000000000000000
Terminator,   nil, 0,  1.,0,  5a,0d,  1h,1f,  2,0,  0, U3,  000000000000010
Monitor,      Hor, 1,  0.,0,  0a,3d,  1h,1f,  3,0,  0, U2,  000000000000010
Mutant,       nil, 0,  1.,0,  3a,2d,  1h,1f,  7,0,  0, U2,  000000000000010
Warrior,      nil, 0,  1.,0,  2a,1d,  1h,1f,  2,0,  1, X2,  000010000000010
Blast Doors,  nil, 0,  0.,0,  0a,10d, 3h,1f,  3,0,  1, U2,  000000000000000
Drone,        nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000010
Surface Dwellers,nil,0,1.,0,  2a,2d,  2h,1f,  5,0,  1, no,  000001000000010 Goodlife
Hunter,       nil, 0,  1.,0,  6a,2d,  1h,1f,  2,0,  0, Cmp, 000001000000010
Enhancement,  nil, 0,  1.,0,  4a,2d,  2h,1f,  4,0,  1, Eng, 000000000000010
Mermen,       nil, 0,  1.,0,  6a,3d,  2h,1f,  6,0,  3, CA,  000000000000100
Hawkmen,      nil, 0,  1.,0,  6a,3d,  2h,1f,  6,0,  3, CoL, 000000100000010
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Motorcycle,   nil, 0,  2.,0,  3a,3d,  1h,1f,  5,0,  1, Bro, 000000000000000 Human
Road Knight,  nil, 0,  2.,0,  5a,2d,  1h,1f,  6,0,  0, FP,  000000000000000 Human
Cyborg,       nil, 0,  2.,0,  8a,4d,  2h,2f,  4,0,  0, Ast, 000000000000010
Geosurveyor,  nil, 0,  0.,0,  0a,2d,  1h,1f,  4,0,  0, U2,  000000000000000
Monks,        nil, 0,  0.,0,  0a,1d,  1h,1f,  4,0,  1, U2,  000000000000000
Dragoons,     nil, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Cavalry,      nil, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000000
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000 
Ram,          nil, 0,  1.,0,  6a,1d,  1h,1f,  8,0,  0, X2,  000000001000010
Mortar,       nil, 0,  1.,0,  8a,1d,  1h,2f,  4,0,  0, Cur, 000000001000000 Human
Artillery,    nil, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Replicator,   Sth, 0,  1.,0,  1a,1d,  1h,1f,  3,0,  0, U2,  000000000010011
Gyrocopter,   Sth, 1,  4.,3,  2a,1d,  1h,1f,  6,0,  0, Feu, 000000000000001 Human
Seeker,       nil, 1,  3.,0,  6a,3d,  2h,2f, 10,0,  0, Hor, 101000000000001 Computer
Forager,      nil, 0,  1.,0,  1a,4d,  1h,1f,  4,0,  0, Fli, 000000000010010
Stlth Bmbr.,  nil, 1, 12.,2,  4a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Outboard,     nil, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Ban, 000000000000000 Human
Gunboat,      nil, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Platform,     nil, 2,  4.,0,  0a,2d,  2h,1f,  4,2,  4, X2,  000000000100000 Goodlife
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Ironclad,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Cruiser,      nil, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Dolphin,      nil, 2,  3.,0,  1a,2d,  1h,1f,  4,0,  2, Csc, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Second Variety,nil,0,  1.,1,  5a,5d,  2h,2f,  6,0,  0, no,  001000000000010 Computer
Pulse Bomb,   nil, 1,  3.,1, 98a,0d,  1h,4f, 16,0,  0, U2,  001000000000000 Human
Scrap,        nil, 1,  0.,2,  0a,1d,  1h,1f,  3,0,  6, U2,  000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Junk Merchant,nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, U2,  000000000000010 Human
Robot Salesman,nil,0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010 Human
Refugee,      nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  1, U2,  000000000000010 Barbarian
Big Mutant,   nil, 0,  1.,0,  4a,3d,  1h,1f, 10,0,  0, U2,  000000000000010
CPU,          nil, 0,  0.,0,  0a,20d, 2h,1f,  5,0,  1, U2,  000000000000000 Computer
Extra Air,    nil, 1,  8.,4,  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 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
Crater,     2,1,  0,0,0,   no,  1,10, 1,   no,  0, 0,  0,  Mou,   ; Tun
Tundra,     1,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Swa,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
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,
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,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Union,          Speaker,     Speaker
Technocracy,    Controller,  Controller
Federation,     Director,    Director
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
Caesar,       Livia,               0, 1, 3, Romans,      Roman,       1, -1,  0,
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1, -1,  1,
Ramesses,     Cleopatra,           1, 4, 1, Egyptians,   Egyptian,    0,  0,  1,     1
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
1010011010,   Indira Gandhi,       0, 7, 2, Indians,     Indian,      0, -1,  0,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,
Shaka,        Shakala,             0, 2, 0, Numans,      Numan,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, Numans,      Numan,       1,  1,  1,
Montezuma,    Nazca,               0, 4, 0, Numans,      Numan,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Numans,      Numan,       0,  0,  1,
Henry VIII,   Elizabeth I,         1, 6, 3, Numans,      Numan,       0,  1,  0,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,

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,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
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













