;
;   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
6       ; 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
12      ; 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
Special Tech,       	4,-2,   no,  no, 1, 4    ; AFl ******
Alphabet,            	5, 1,  nil, nil, 0, 3    ; Alp
Special Tech,    	3,-2,   no, no, 1, 0    ; Amp ******
Astronomy,          	4, 1,  Mys, Mat, 1, 3    ; Ast
Special Tech,      	4,-1,   no,  no, 1, 3    ; Ato ******
Special Tech,          6,-1,   no,  no, 1, 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
Chivalry,  		4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       	4, 1,  Alp, nil, 0, 2    ; CoL
Special Tech,      	5,-1,   no,  no, 1, 0    ; CA  ******
Combustione,         	5,-1,   no,  no, 1, 4    ; Cmb
Comunismo,          	5, 0,   no,  no, 1, 2    ; Cmn
Computer,          	4, 1,   no,  no,  1, 4    ; Cmp
Coscrizione,       	7,-1,   no,  no, 1, 0    ; Csc
Construction,       	4, 0,  Mas, Cur, 0, 4    ; Cst
La Societą,    		4, 0,   no,  no, 1, 1    ; Cor
Currency,               4, 1,  Bro, nil, 0, 1    ; Cur
Democrazia,          	5, 1,   no,  no, 1, 2    ; Dem
Economia,          	4, 1,   no,  no, 1, 1    ; Eco
Elettricitą,        	4, 0,   no,  no, 1, 4    ; E1
Elettronica,        	4, 1,  no,  no, 1, 4    ; E2
Engineering,        	4, 0,  Whe, Cst, 0, 4    ; Eng
Ambientalismo,   	3, 1,   no,  no, 1, 2    ; Env
Spionaggio,          	2,-1,  no, no, 1, 0    ; Esp 
Esplosivi,         	5, 0,  no, no, 1, 4    ; Exp 
Feudalism,          	4,-1,  War, Mon, 0, 0    ; Feu
Volo,             	4,-1,   no,  no, 1, 4    ; Fli
Fondamentalismo,     	3,-2,  no,   no, 1, 2    ; Fun
Energia da Fusione,   	3, 0,  no,  no,  1, 3    ; FP
Ingegneria Genetica,  	3, 2,   no, no, 1, 3    ; Gen
Guerriglia,  		4, 1,   no,  no, 1, 0    ; Gue
Polvere da Sparo,       8,-2,   no,  no, 1, 0    ; Gun
Horseback Riding,   	4,-1,  nil, nil, 0, 0    ; Hor
Industrializzazione,  	6, 0,  no,   no, 1, 1    ; Ind
Invention,          	6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,  		5,-1,  Bro, War, 0, 4    ; Iro
Sindacato,        	4,-1,  no,   no, 1, 2    ; Lab
Laser,          	4, 0,  no,  no,  1, 3    ; Las
Leadership,         	5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,    		5, 2,  Wri, CoL, 0, 3    ; Lit
Meccanizzazione,      	4,-2,   no,  no, 1, 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
Produzione di Massa,    5, 0,   no,  no, 1, 4    ; MP
Mathematics,        	4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           	4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgia,         	6,-2,   no,  no, 1, 0    ; Met
Miniaturizzazione,    	4, 1,   no, no,  1, 4    ; Min
Guerra Mobile,     	8,-1,   no,  no, 1, 0    ; Mob
Monarchy,           	5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         	5, 1,  Phi, PT,  1, 2    ; MT
Misticism,          	4, 0,  Cer, nil, 0, 2    ; Mys
Navigazton,         	6,-1,  Sea, Ast, 1, 1    ; Nav
Fissione Nucleare,    	6,-2,   no, no,  1, 3    ; NF
Energia Nucleare,      	3, 0,  no,  no,  1, 3    ; NP
Philosophy,         	6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            	4,-1,  Nav, Lit, 1, 3    ; Phy
Plastica,           	4, 1,   no,  no, 1, 4    ; Pla
Idraulica,              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,   no, no,  1, 4    ; Rad
Ferrovia,           	6, 0,  no,  no,  1, 1    ; RR
Riciclaggio,          	2, 1,  no,  no,  1, 2    ; Rec
Raffinazione,           4, 0,   no,  no, 1, 4    ; Ref
Refrigerazione,      	3, 1,  no,   no, 1, 1    ; Rfg
The Republic,       	5, 1,  CoL, Lit, 0, 2    ; Rep
Robotica,           	5,-2,   no,  no, 1, 0    ; Rob
Missilistica,          	6,-2,   no, no,  1, 0    ; Roc
Sanitą,         	4, 2,   no,  no, 1, 1    ; San
Seafaring,          	4, 1,  Map, Pot, 0, 1    ; Sea
Volo Spaziale,       	4, 1,   no,  no, 1, 3    ; SFl
Tecnologia Stealth,    	3,-2,   no,  no, 1, 0    ; Sth
Motore a Vapore,       4,-1,   no,  no, 1, 3    ; SE
Acciaio,              	4,-1,  no,   no, 1, 4    ; Stl
Superconduttore,     	4, 1,   no,  no, 1, 3    ; Sup
Tattica,            	6,-1,  no,  no, 1, 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,  ToG, Phy, 2, 3    ; ...
Difesa extra A,    	3, 0,  no,  no,  0, 0    ; U1
Difesa extra B,    	3, 0,  no,  no,  0, 0    ; U2
Difesa extra C,    	3, 0,  no,  no,  0, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  0,    Pot,
Temple,                   4,  0,    Cer,
MarketPlace,              8,  0,    Cur,
Library,                  8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Mas,
Aqueduct,                 8,  2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    FP,
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    FP,
Manufacturing Plant,      32, 6,    FP,
SDI Defense,              20, 4,    FP,
Recycling Center,         20, 2,    FP,
Power Plant,              16, 4,    FP,
Hydro Plant,              24, 4,    FP,
Nuclear Plant,            16, 2,    FP,
Stock Exchange,           16, 4,    FP,
Sewer System,             12, 2,    FP,
Supermarket,               8, 3,    FP,
Superhighways,            20, 5,    FP,
Research Lab,             16, 3,    FP,
SAM Missile Battery,      10, 2,    FP,
Coastal Fortress,          8, 1,    FP,
Solar Plant,              32, 4,    FP,
Harbor,                   6,  0,    Sea,
Offshore Platform,        16, 3,    FP,
Airport,                  16, 3,    FP,
Police Station,           6,  2,    FP,
Port Facility,            8,  3,    FP,
SS Structural,            8,  0,    FP,
SS Component,             16, 0,    FP,
SS Module,                32, 0,    FP,
(Capitalization),         60, 0,    FP,
Pyramids,                 20, 0,    FP,
Hanging Gardens,          20, 0,    FP,
Colossus,                 20, 0,    FP,
Lighthouse,               20, 0,    FP,
Great Library,            30, 0,    FP,
Oracle,                   30, 0,    FP,
Great Wall,               30, 0,    FP,
Sun Tzu's War Academy,    30, 0,    FP,
King Richard's Crusade,   30, 0,    FP,
Marco Polo's Embassy,     20, 0,    FP,
Michelangelo's Chapel,    40, 0,    FP,
Copernicus' Observatory,  30, 0,    FP,
Magellan's Expedition,    40, 0,    FP,
Shakespeare's Theatre,    30, 0,    FP,
Leonardo's Workshop,      40, 0,    FP,
J. S. Bach's Cathedral,   40, 0,    FP,
Isaac Newton's College,   40, 0,    FP,
Adam Smith's Trading Co., 40, 0,    FP,
Darwin's Voyage,          40, 0,    FP,
Statue of Liberty,        40, 0,    FP,
Eiffel Tower,             30, 0,    FP,
Women's Suffrage,         60, 0,    FP,
Hoover Dam,               60, 0,    FP,
Manhattan Project,        60, 0,    FP,
United Nations,           60, 0,    FP,
Apollo Program,           60, 0,    FP,
SETI Program,             60, 0,    FP,
Cure for Cancer,          60, 0,    FP,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
FP,         ; Pyramids
FP,         ; Hanging Gardens
FP,         ; Colossus
FP,         ; Lighthouse
FP,         ; Great Library
FP,         ; Oracle
FP,         ; Great Wall
FP,         ; Sun Tzu's War Academy
FP,         ; King Richard's Crusade
FP,         ; Marco Polo's Embassy
FP,         ; Magellan
FP,         ; Michelangelo
FP,         ; Copernicus
FP,         ; Shakespeare
FP,         ; Da Vinci's Workshop
FP,         ; Bach
FP,         ; Newton
FP,         ; Smith's Trading Co.
FP,         ; Darwin
FP,         ; Statue of Liberty
FP,         ; Eiffel Tower
FP,         ; Hoover Dam
FP,         ; Womens' Suffrage
FP,         ; Manhattan Project
FP,        ; United Nations
FP,        ; Apollo
FP,        ; SETI
FP,        ; 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
Farmers,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Feudatari,    Alp, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, nil, 000000000000010
Highlanders,  nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, AFl, 000001000000000
Foot Soldiers, nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, AFl, 000010000000000
Foot Soldiers, nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Amp, 000010000000000
Foot Soldiers, nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Ato, 000010000000000
Foot Soldiers, nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Aut, 000010000000000
Foot Soldiers, nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1,  CA, 000010000000000
Fanatici,     Alp, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, nil, 000100000000000
Slingsmans,   nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, AFl, 000000000000000
Slingsmans,   nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Amp, 000000000000000
Archers,      nil, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, Ato, 000000000000000
Archers,      nil, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, Aut, 000000000000000
Crossbowmans, nil, 0,  1.,0,  2a,3d,  1h,1f,  3,0,  1, CA,  000000000000000
Light Horses, nil, 0,  2.,1,  2a,1d,  1h,1f,  2,0,  0, AFl, 000000000000000
Light Horses, nil, 0,  2.,1,  2a,1d,  1h,1f,  2,0,  0, Amp, 000000000000000
Cavalry,      nil,  0,  2.,0,  2a,2d,  2h,2f,  4,0,  0, Ato, 000000000000000
Cavalry,      nil,  0,  2.,0,  2a,2d,  2h,2f,  4,0,  0, Aut,  000000000000000
Cavalry,      nil, 0,  2.,0,  2a,2d,  2h,2f,  4,0,  0, CA,  000000000000000
Horse Archers, nil, 0,  2.,0,  3a,2d,  1h,1f,  3,0,  0, AFl, 000001000000000
Horse Archers, nil, 0,  2.,0,  3a,2d,  1h,1f,  3,0,  0, Amp, 000001000000000
Heavy Horses, nil, 0,  1.,0,  3a,1d,  2h,2f,  4,0,  0, Ato, 000010000000000
Heavy Horses, nil, 0,  1.,0, 3a,1d,  2h,2f,  4,0,  0, Aut, 000010000000000
Catapult,     nil, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  0, Mat, 000000000000000
Battering Ram, nil, 0,  1.,0,  5a,0d,  1h,1f,  4,0,  0, Cst, 000000000000000
Tower,        nil, 0,  2.,0, 6a,1d,  1h,2f,  4,0,  0, Eng, 000000000000000
Heavy Horses, nil, 0,  1.,0, 3a,1d,  2h,2f,  4,0,  0, CA, 000010000000000
Philippe   ,  Alp, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, nil, 000010000000000
Edward  ,     Alp, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, nil, 000010000000000
Bruc ,        Alp, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, nil,  000010000000000
Wallace,      FP , 0,  1.,0,  3a,3d,  1h,1f,  0,0,  1, FP,  000001000000000
Teige,        FP, 0,  1.,0,  3a,3d,  1h,1f,  0,0,  1, FP, 000001000000000
Trireme,      Nav, 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,      Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
Barca,        E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000
Arceri a Cavallo,      Alp, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, nil, 100000000000001
Frombolieri,  Alp, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, nil, 100000000000001
Cav. Pesante,      Alp, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, nil, 110000000000001
Nave da Guerra,   Alp, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, nil, 000000000000001
Sottomarino,  Alp, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, nil, 000000000001001
Portaerei,    Alp, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, nil, 000000010000001
Cargo,        Alp, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, nil, 000000000000000
Missile Cruise,  Alp, 1, 12.,1, 20a,0d,  1h,3f,  6,0,  0, nil, 001000000000000
Bravehrt,  Alp, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, nil, 001000000000000
Monk,         Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Inquisitore,   Alp, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, nil, 000000000000011
Cart,         nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
Autocarro, Alp, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
Esploratore,   Alp, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, nil, 000001000000010
Philippe IV,   FP, 0,  1.,0,  3a,3d,  1h,1f,  0,0,  1, FP,  000010000000000
Edward I,      FP, 0,  1.,0,  3a,3d,  1h,1f,  0,0,  1, FP,  000010000000000
Bruce,         FP, 0,  1.,0,  3a,3d,  1h,1f,  0,0,  1, FP,  000010000000000

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  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,  5,  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, 5,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 5,   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,
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,
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
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      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, 3, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 3, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 3, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Poseidon,     Nemesis,             0, 5, 3, Atlanteans,  Atlantean,  -1,  1,  1,     4, Shining One, Shining One, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 3, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 3, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 3, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 3, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 3, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 3, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 3, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 3, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 3, 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
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













