;
;   CIVILIZATION GAME DATA -- FLASHPOINT EURASIA
;
;   Copyright (c) 1995 by MicroProse Software
;   Changes made 1997-8 by Michael J. Daumen
;
;
;   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)
3       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
30      ; Aqueduct needed to exceed this size
30      ; 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
5       ; 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
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; 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
Christianity,       4,-2,  Plu, nil, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Env. Engineering,   3, 1,  X5,  nil, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  Lab, nil, 2, 2    ; Fun
Fraternal Weapons,  3, 0,  Plu, nil, 3, 3    ; FP
REPLACE Gen,        3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Islam,              4,-1,  Plu, nil, 3, 2    ; Lab
The Laser,          4, 0,  NF,  MP,  3, 3    ; Las
Leadership,         5,-1,  Feu, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 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,  Aut, Cor, 3, 4    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 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,  Ato, MP,  3, 3    ; NF
Nuclear Navy,       3, 0,  NF,  E2,  3, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Tech Seed,          4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR
Refining,           2, 1,  Che, Cor, 3, 2    ; Rec
Undersea Refining,  4, 0,  U1,  nil, 2, 4    ; Ref
Virgin Lands Program,3, 1,  Plu, nil, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Special Forces,     3,-2,  Plu, nil, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
REPLACE Sup,        4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; 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,  FP,  Rec, 3, 3    ; ...
Petroleum Reserves, 3, 0,  Plu, nil, 0, 0    ; U1
Pan-Islamism,       3, 0,  Plu, nil, 0, 0    ; U2
Client State Arms,  3, 0,  Plu, nil, 0, 0    ; U3
Soviet Weaponry,    3, 0,  Plu, nil, 0, 0    ; X1
Soviet Adv. Weaponry,3, 0,  Plu, nil, 0, 0    ; X2
Soviet Command,     3, 0,  Plu, nil, 0, 0    ; X3
Chinese Army,       3, 0,  Plu, nil, 0, 0    ; X4
Western Aid,        3, 0,  Plu, nil, 0, 0    ; X5
US Aid,             3, 0,  Plu, nil, 0, 0    ; X6
Revolutionary Guard,3, 0,  Plu, nil, 0, 0    ; 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,
Capital,                  10, 0,    no,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    no, 
MarketPlace,               8, 1,    Cur,
University,                8, 1,    Wri,
Courthouse,                8, 1,    CoL,
Fortifications,            8, 0,    Mas,
Aqueduct,                  8, 2,    no, 
Bank,                     12, 3,    Ban,
Cathedral,                12, 1,    Chi,
Research Lab,             16, 2,    X5,
Mass Transit,             16, 2,    MP, 
Mosque,                   10, 1,    Lab,
Factory,                  20, 3,    Ind,
Oil Refinery,             32, 3,    U1,
SDI Defense,              20, 4,    no, 
Recycling Program,        20, 1,    Env,
Power Plant,              16, 3,    Rec,
Hydro Plant,              24, 3,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewer System,             12, 2,    no, 
Irrigation,                8, 0,    no, 
Pipeline,                 10, 4,    X5, 
X,                        16, 3,    no, 
Antiaircraft Defenses,    10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Offshore Drilling,        16, 3,    Ref,
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Western Aid),            60, 0,    X5, 
Pyramids,                 20, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Colossus,                 20, 0,    no, 
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
Caspian Oil Fields,       30, 0,    Ref,
Marco Polo's Embassy,     20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Registan Square,          30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwins' Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Islamic Heritage,         60, 0,    nil,
United Nations,           60, 0,    no, 
Baikonur Kosmodrome,      60, 0,    nil, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
nil,        ; Caspian Oil Fields
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Registan Square
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwins' Voyage
nil,        ; Statue of Liberty
nil,        ; Islamic Heritage
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
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
Settlers,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  5,0,  5, Exp, 000000000000000
Militia,      X3,  0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, nil, 000000000000000
Lt. Infantry, nil, 0,  1.,0,  3a,3d,  1h,1f,  3,0,  1, nil, 000000000000000
Hvy. Infantry,nil, 0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, X1,  000000000000000
Observers,    nil, 0,  0.,0,  2a,5d,  1h,2f,  4,0,  1, no,  000000000000000
Terrorist,    X7,  0,  1.,0, 10a,0d,  1h,2f,  5,0,  0, U2,  001100001000010
Spetsnaz,     nil, 0,  1.,0,  6a,3d,  1h,2f,  6,0,  0, Sth, 000000001000011
Mujahedin,    X7,  0,  1.,0,  5a,3d,  1h,1f,  4,0,  0, U2,  000101000000010
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010
Stinger,      X1,  0,  1.,0,  5a,2d,  1h,2f,  4,0,  0, X6,  011000000010000
Riflemen,     nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, no,  000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, no,  000000000000100
Airborne Unit,nil, 0,  1.,0,  5a,3d,  2h,1f,  6,0,  0, CA,  000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
Mtd. Raiders, X7,  0,  2.,0,  6a,5d,  2h,1f,  6,0,  0, U2,  010010000000000
T-55,         X2,  0,  2.,0,  7a,4d,  2h,1f,  8,0,  0, U3,  000000000000000
T-64,         X3,  0,  3.,0,  8a,5d,  2h,1f, 10,0,  0, X1,  000000000000000
T-72,         nil, 0,  3.,0,  9a,6d,  2h,1f, 12,0,  0, X2,  000000000000000
T-80,         nil, 0,  3.,0, 10a,6d,  2h,1f, 14,0,  0, X3,  000000000000000
BMP,          nil, 0,  3.,0,  5a,6d,  2h,1f,  6,0,  1, U3,  000000000000000
BTR,          nil, 0,  2.,0,  6a,7d,  2h,1f,  8,0,  1, X1,  000000000000000
MRLS,         nil, 0,  2.,0, 10a,3d,  2h,2f, 12,0,  0, X1,  010000000000000
Artillery,    nil, 0,  1.,0, 10a,1d,  1h,1f,  6,0,  0, Roc, 000000000000000
M-109,        nil, 0,  1.,0, 11a,2d,  2h,1f,  8,0,  0, X1,  000000001000000
Su-76,        nil, 0,  2.,0, 12a,3d,  2h,2f, 12,0,  0, X3,  000000001000001
ZSU-23,       nil, 0,  2.,0,  5a,5d,  2h,1f, 10,0,  1, X3,  010000000010000
MiG-21,       X2,  1,  7.,1,  6a,3d,  2h,1f,  5,0,  3, U3,  000000000010000
MiG-23,       X3,  1,  9.,1,  7a,3d,  2h,1f,  8,0,  0, X1,  100000000010000
MiG-29,       nil, 1, 10.,1,  8a,4d,  2h,2f, 10,0,  3, X2,  000000000010001
MiG-31,       nil, 1, 14.,1,  9a,4d,  2h,2f, 12,0,  3, X3,  100000000010001
Su-27,        nil, 1, 12.,1, 10a,4d,  2h,1f, 12,0,  3, FP,  000000000010001
Tu-142,       X3,  1,  6.,3, 12a,2d,  2h,1f, 10,0,  0, U3,  100000000000001
Tu-76,        X3,  1,  8.,2, 14a,2d,  2h,1f, 12,0,  0, X1,  000000000000000
Tu-160,       nil, 1,  7.,3, 16a,3d,  2h,1f, 15,0,  0, X2,  000000000000001
Tu-22M,       nil, 1, 10.,2, 18a,4d,  2h,2f, 18,0,  0, X3,  000000000000001
Submarine,    NP,  2,  3.,0,  6a,2d,  3h,1f, 20,0,  2, U3,  000000000001001
SSN Victor,   nil, 2,  3.,0,  8a,3d,  2h,2f, 25,0,  2, X2,  100000000001000
SSN Akula,    nil, 2,  4.,0, 10a,4d,  2h,2f, 30,0,  2, X3,  100000000001000
Gunboat,      X1,  2,  3.,0,  4a,4d,  2h,1f,  5,0,  4, nil, 000000000000000
Destroyer,    nil, 2,  6.,0,  6a,6d,  2h,2f,  8,0,  2, U3,  100000000000001
Cruiser,      nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, U3,  000000000000001
Battleship,   nil, 2,  4.,0, 10a,10d, 4h,2f, 14,0,  2, U3,  000000000000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Scud Missile, nil, 1, 12.,1, 15a,0d,  1h,3f,  6,0,  0, U3,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 24,0,  0, no,  001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Bomber,       nil, 0,  1.,0, 99a,1d,  1h,3f, 10,0,  0, no,  001100000000010
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Ka-27,        nil, 1,  5.,3,  8a,1d,  1h,1f,  6,0,  2, U3,  100000000000001
Mi-24,        nil, 1,  5.,0,  7a,4d,  2h,2f, 10,0,  0, X1,  000000000000000
Ka-50,        nil, 1,  6.,0,  6a,5d,  2h,2f,  8,0,  0, X2,  010000000000001
Mainstay,     nil, 1, 12.,4,  0a,3d,  1h,1f, 20,0,  3, X3,  100000000000001
Pasadran,     nil, 0,  1.,0,  5a,4d,  1h,1f,  5,0,  1, X7,  000000000000000
Border Guards,X3,  0,  1.,0,  3a,4d,  2h,2f,  3,0,  1, X2,  000000000000010
T-85,         nil, 0,  3.,0,  9a,6d,  2h,2f, 10,0,  0, X4,  000000000000000
J-7,          nil, 1, 10.,1,  8a,4d,  1h,2f, 12,0,  3, X4,  000000000000000
H-5,          nil, 1,  7.,3, 15a,3d,  2h,1f, 15,0,  0, X4,  000000000000001
SA 342,       nil, 1,  6.,0,  7a,4d,  2h,3f, 10,0,  0, X4,  000010000000000
Scorpion,     nil, 0,  3.,0,  6a,4d,  1h,1f,  7,0,  0, X7,  000000000000000
Test 8,       nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, 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, 2, 5, 5,   no,  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,  4,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Dunes,      3,2,  0,0,0,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Plateau,    1,2,  2,1,0,   yes, 1, 1, 3,   yes, 1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Salt Flats, 1,2,  0,1,0,   no,  0,15, 6,   no,  0,15,  5,  Drt,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Pasture,    1,2,  2,2,1,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       4,6,  0,1,6,
Wheat,      1,2,  3,1,0,
Oasis,      2,2,  3,1,2,
Peat,       2,3,  1,4,0,
Test Site,  1,2,  0,1,2,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Groves,     2,4,  1,0,4,
Iron,       4,6,  0,4,0,
Game,       1,2,  2,2,1,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Oil,        2,3,  0,4,0,
Oil,        1,2,  0,4,0,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      President,   Comrade
Fundamentalism, President,   High Priestess
Federation,     President,   Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 0, Germans,     German,     -1, -1,  1,
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,   -1, -1,  1,
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,      1, -1,  0,     4, Warlord, Warlord
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,    -1, -1,  0,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     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,     1, -1,  0,
Hannibal,     Dido,                0, 6, 0, Carthaginians,Carthaginian,-1, -1,  0,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,

;
;   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













