;
;   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)
65,  ;City size for first unhappiness at Chieftain level
99,  ;Riot factor based on # cities (higher factor lessens the effect)
8,  ;Aqueduct needed to exceed this size
16,  ;Sewer System needed to exceed this size
10,  ;Tech paradigm (higher # slows research)
20,  ;Base time for engineers to transform terrain (x2)
25,  ;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.
0,  ;Fundamentalism loses this % of science
0,  ;Percent shield penalty for production type change
10,  ;Max paradrop range
75,  ;Mass/Thrust paradigm (increasing slows spaceship time)

;
;   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
Dragon Taming, 4, -2, Cmb, nil, 0, 4 ; AFl
Alphabet, 5, 1, nil, nil, 0, 3 ; Alp
Magic Principles, 3, -2, Alp, Wri, 0, 0 ; Amp
Astronomy, 4, 1, Mys, Mat, 0, 3 ; Ast
Ressurection, 4, -1, Amp, Env, 0, 3 ; Ato
Fire Magic, 6, -1, Amp, SFl, 0, 4 ; Aut
Banking, 4, 1, Tra, Alp, 0, 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
Electric Magic, 5, -1, Amp, SFl, 0, 3 ; Che
Chivalry, 4, -2, Feu, Hor, 0, 0 ; Chi
Code of Laws, 4, 1, Alp, nil, 0, 2 ; CoL
Nimbuloid Tactics, 5, -1, no, no, 0, 0 ; CA
Beast Taming, 5, -1, Lab, Sth, 0, 4 ; Cmb
Tryatic Tactics, 5, 0, no, no, 0, 2 ; Cmn
Stick Fighting, 4, 1, Bro, nil, 0, 4 ; Cmp
Cloud Creatures, 7, -1, Cmb, NP, 0, 0 ; Csc
Construction, 4, 0, Mas, Cur, 0, 4 ; Cst
Orcish Tactics, 4, 0, no, no, 0, 1 ; Cor
Currency, 4, 1, Bro, nil, 0, 1 ; Cur
Democracy, 5, 1, no, no, 0, 2 ; Dem
Slave Driving, 4, 1, nil, NF, 0, 1 ; Eco
Castle Building, 4, 0, Ind, ToG, 0, 4 ; E1
Floating Devices, 4, 1, Map, nil, 0, 4 ; E2
White Magic, 4, 0, Amp, SFl, 0, 4 ; Eng
Healing Process, 3, 1, Amp, Eng, 0, 2 ; Env
Cloud Enchantments, 2, -1, Eng, SE, 0, 0 ; Esp
Explosives, 5, 0, Aut, San, 0, 4 ; Exp
Feudalism, 4, -1, War, Mon, 0, 0 ; Feu
Air Combat, 4, -1, Inv, nil, 0, 4 ; Fli
Fundamentalism, 3, -2, MT, Csc, 0, 2 ; Fun
Black Magic, 3, 0, Amp, SFl, 0, 3 ; FP
Raising Undead, 3, 2, Ato, nil, 0, 3 ; Gen
None, 4, 1, no, no, 0, 0 ; Gue
Magic Sheilds, 8, -2, Inv, Iro, 0, 0 ; Gun
Horseback Riding, 4, -1, nil, nil, 0, 0 ; Hor
Adv.Construction, 6, 0, Cst, Mat, 0, 1 ; Ind
Invention, 6, 0, Eng, Lit, 0, 4 ; Inv
Iron Working, 5, -1, Bro, War, 0, 4 ; Iro
Beast Fighting, 4, -1, War, nil, 0, 2 ; Lab
Adv.Enchantments, 4, 0, Esp, Rfg, 0, 3 ; Las
Leadership, 5, -1, Chi, Mob, 0, 0 ; Ldr
Literacy, 5, 2, Wri, CoL, 0, 3 ; Lit
Griffon Training, 4, -2, Cmb, nil, 0, 4 ; Too
Magnetism, 4, -1, Phy, Iro, 0, 3 ; Mag
Map Making, 6, -1, Alp, nil, 0, 1 ; Map
Masonry, 4, 1, nil, nil, 0, 4 ; Mas
Devilry, 5, 0, FP, San, 0, 4 ; MP
Mathematics, 4, -1, Alp, Mas, 0, 3 ; Mat
Medicine, 4, 0, Phi, Tra, 0, 1 ; Med
Pegasus Taming, 6, -2, Cmb, U1, 0, 0 ; Met
Miniaturization, 4, 1, no, no, 0, 4 ; Min
War Stratgies, 8, -1, nil, Alp, 0, 0 ; Mob
Monarchy, 5, 1, Cer, CoL, 0, 2 ; Mon
Monotheism, 5, 1, Phi, PT, 0, 2 ; MT
Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys
Navigation, 6, -1, Sea, Ast, 0, 1 ; Nav
Slavery, 6, -2, nil, nil, 0, 3 ; NF
Cloud Floating, 3, 0, Nav, E2, 0, 3 ; NP
Philosophy, 6, 1, Mys, Lit, 0, 2 ; Phi
Physics, 4, -1, Nav, Lit, 0, 3 ; Phy
Water Magic, 4, 1, SFl, NP, 0, 4 ; Pla
Cloudism, 4, 0, nil, no, 0, 4 ; Plu
Polytheism, 4, 0, Cer, Hor, 0, 2 ; PT
Pottery, 4, 1, nil, nil, 0, 1 ; Pot
Beast Caves, 5, -1, Cmb, E1, 0, 4 ; Rad
Railroad, 6, 0, Inv, nil, 0, 1 ; RR
Mass Spells, 2, 1, San, Las, 0, 2 ; Rec
Archery, 4, 0, War, Hor, 0, 4 ; Ref
Early Refrigeration, 3, 1, Inv, SFl, 0, 1 ; Rfg
The Republic, 5, 1, no, no, 0, 2 ; Rep
Robotics, 5, -2, no, no, 0, 0 ; Rob
White Knights, 6, -2, San, Eng, 0, 0 ; Roc
Magic Fighting, 4, 2, Amp, nil, 0, 1 ; San
Skyfaring, 4, 1, Map, Pot, 0, 1 ; Sea
Magic Spells, 4, 1, Amp, nil, 0, 3 ; SFl
Beast Breading, 3, -2, Lab, nil, 0, 0 ; Sth
Enchantments, 4, -1, Amp, SFl, 0, 3 ; SE
Advanced Archery, 4, -1, Ref, Hor, 0, 4 ; Stl
Doomsday Magic, 4, 1, FP, Rec, 0, 3 ; Sup
Tactics, 6, -1, Csc, Ldr, 0, 0 ; Tac
Theology, 3, 2, MT, Feu, 0, 2 ; The
Theory of Gravity, 4, 0, Ast, Uni, 0, 3 ; ToG
Trade, 4, 2, Cur, CoL, 0, 1 ; Tra
University, 5, 1, Mat, Phi, 0, 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, no, no, 0, 3 ; ...
Angelism, 3, 0, no, no, 0, 0 ; U1
War Tactics, 3, 0, nil, nil, 0, 0 ; U2
War Tactics, 3, 0, nil, nil, 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,  0,    nil,
Granary,                  6,  0,    Pot,
Temple,                   4,  0,    Cer,
MarketPlace,              8,  0,    Cur,
Library,                  8,  0,    Wri,
Courthouse,               8,  0,    CoL,
City Walls,               8,  0,    Cst,
Aqueduct,                 8,  1,    Cst,
Bank,                     12, 1,    Ban,
Cathedral,                12, 1,     MT,
University,               16, 1,    Uni,
Mass Transit,             16, 1,     no,
Colosseum,                10, 1,    Cst,
Cloud Enchantment,        20, 0,    Esp,
Adv. Cloud Enchantment,   32, 0,    Las,
Doomsday Sheild,          20, 0,    Sup,
Recycling Center,         20, 1,     no,
Power Plant,              16, 1,     no,
Hydro Plant,              24, 1,     no,
Nuclear Plant,            16, 1,     no,
Stock Exchange,           16, 1,     no,
Sewer System,             12, 1,    nil,
Market,                    8, 1,    Rfg,
Superhighways,            20, 1,     no,
Research Lab,             16, 1,     no,
Magic Shield,             10, 0,    Gun,
Coastal Fortress,          8, 1,    Csc,
Solar Plant,              32, 1,     no,
Sky Harbor,                6, 1,    Sea,
Sky Enchantment,          16, 0,     SE,
Dragon Flight,            16, 1,    Rad,
Police Station,            6, 1,     no,
Port Facility,             8, 1,     no,
SS Structural,             8, 0,     no,
SS Component,             16, 0,     no,
SS Module,                32, 0,     no,
(Capitalization),         60, 0,    Tra,
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,
Sun Tzu's War Academy,    30, 0,    Feu,
King Richard's Crusade,   30, 0,    Eng,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    40, 0,     no,
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    The,
Isaac Newton's College,   40, 0,     no,
Adam Smith's Trading Co., 40, 0,     no,
Darwin's 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,
Doomsday Spells,          80, 0,    Sup,
United Nations,           60, 0,     no,
Apollo Program,           60, 0,     no,
SETI Program,             60, 0,     no,
Cure for Cancer,          60, 0,     no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
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,U1,0,1.,0,0a,2d,3h,1f,4,0,5,nil,000000000000000
Angel Archer,Plu,1,1.,0,2a,2d,1h,1f,4,0,1,Ref,000000000000000
Angel Warrior,Plu,1,3.,0,3a,1d,1h,1f,6,0,0,nil,000000000000000
Pegasus Rider,Plu,1,14.,2,13a,6d,3h,4f,18,0,3,Met,010010001010011
Archers,nil,0,1.,0,1a,2d,1h,1f,4,0,1,War,000000000000000
Legion,nil,0,1.,0,2a,2d,1h,1f,4,0,1,Iro,000000000000000
Angel Wizard,Plu,1,3.,0,5a,3d,2h,2f,13,0,0,San,000000001010010
Horsed Archer,nil,0,2.,0,3a,1d,1h,1f,9,0,0,Stl,000000000000000
Devil,nil,0,1.,0,3a,2d,2h,1f,10,0,0,MP,000000000000000
Angel Pikeman,Plu,1,2.,0,1a,3d,1h,1f,6,0,1,War,000000000000000
Red Wizard,nil,0,1.,0,5a,4d,2h,2f,12,0,1,Aut,000000001000010
Gold Wizard,nil,0,1.,0,6a,3d,2h,2f,13,0,0,Che,000000001000010
Paladin,nil,0,3.,0,7a,2d,4h,3f,14,0,0,Roc,000010000000011
Cleric,nil,0,2.,0,3a,1d,2h,1f,9,0,0,Env,000000000000000
Horsemen,nil,0,2.,0,2a,1d,1h,2f,7,0,0,Hor,000000000000000
Wyvern Rider,U1,1,11.,2,12a,4d,4h,3f,17,0,3,AFl,010010001010011
Angel Legion,Plu,1,2.,0,3a,2d,1h,1f,5,0,0,Iro,000000000000000
Angel Knight,Plu,1,3.,0,4a,3d,2h,1f,11,0,0,Chi,000000000000001
Cloud Knight,U1,1,3.,0,4a,3d,2h,1f,11,0,0,Chi,000000000000001
Knights,nil,0,2.,0,4a,2d,1h,1f,4,0,0,Chi,000000000000000
Dragoons,nil,0,2.,0,5a,2d,2h,1f,7,0,0,Ldr,000000000000000
Cloud Archer,U1,1,1.,0,2a,2d,1h,1f,4,0,1,Ref,000000000000000
Slinger,nil,0,1.,0,3a,1d,1h,1f,5,0,0,Rad,000000000000000
Catapult,nil,0,1.,0,6a,1d,1h,1f,8,0,0,Mat,000000000000000
Ninja,nil,0,1.,0,1a,1d,1h,1f,4,0,1,Cmp,000001000000010
Ranger,nil,0,1.,0,2a,1d,2h,2f,5,0,0,Cmp,000001000000000
Pegasus,Plu,1,12.,2,10a,3d,3h,2f,17,0,3,Met,000010001010011
Green Dragon,nil,1,8.,0,9a,5d,5h,3f,16,0,3,AFl,000000001010011
Undead,U1,1,10.,0,9a,4d,3h,2f,15,0,3,Gen,000000001000011
Wyvern,U1,1,10.,2,11a,5d,3h,3f,17,0,0,AFl,000000001010011
Griffon,U1,1,12.,2,12a,4d,4h,2f,16,0,0,Too,000000001010011
Balloon,nil,1,12.,3,3a,2d,2h,2f,11,0,3,Fli,000000001000011
Sky Fortress,nil,2,8.,0,0a,9d,3h,2f,10,8,4,nil,000000010000000
Cloud Pikeman,U1,1,2.,0,1a,3d,1h,1f,5,0,1,War,000000000000000
Cloud Galleon,nil,2,6.,0,0a,7d,2h,1f,10,8,4,NP,000000000000000
Angel Settler,Plu,1,2.,0,0a,4d,3h,1f,5,0,5,nil,000000000000000
Cloud Monster,nil,2,7.,0,9a,8d,3h,3f,12,0,2,Csc,000000000000000
Cloud Boat,NP,2,3.,0,0a,3d,2h,1f,8,4,4,nil,000000000000000
Griffon Rider,U1,1,13.,2,13a,8d,3h,4f,17,0,3,Too,010010001010011
Thunder Bolt,nil,1,10.,0,18a,0d,1h,5f,14,0,0,Che,001000001010000
Dragon Knight,nil,1,12.,2,14a,6d,5h,5f,17,0,0,AFl,011010001010011
Doomsday Ball,nil,1,13.,0,99a,0d,3h,2f,22,0,0,Sup,000000000000000
Defender,nil,2,3.,0,1a,9d,2h,3f,8,0,2,no,000000000000000
Cloud Legion,U1,1,2.,0,3a,2d,1h,1f,5,0,0,Iro,000000000000000
Fireball,nil,1,12.,1,18a,0d,2h,6f,15,0,0,Aut,001000001010000
Magician,nil,0,1.,0,5a,1d,2h,2f,11,0,0,San,000000000000001
Diplomat,nil,0,2.,0,0a,0d,1h,1f,3,0,6,Wri,000000000000000
Cloud Wizard,U1,1,3.,0,5a,2d,2h,2f,13,0,0,Sup,000000001010000
Caravan,nil,0,1.,0,0a,1d,1h,1f,5,0,7,Tra,000000000000000
Dark Lord,nil,0,0.,0,40a,45d,9h,8f,5,0,1,no,000000000000000
Wallt,nil,0,0.,0,0a,30d,7h,3f,3,0,0,no,010000000000000
Walld,nil,0,0.,0,0a,30d,7h,3f,16,0,0,no,010000000000000
Gate,nil,0,0.,0,0a,25d,6h,2f,5,1,2,no,010000000000000
Wallu,nil,0,0.,0,0a,30d,7h,3f,10,0,0,no,010000000000000

;
; 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.
;
; 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
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,   no,   ; Drt
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,   no,   ; Pln
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,   no,   ; For
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,   no,   ; Hil
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,   no,   ; Mou
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,   no,,   ; Tun
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,   no,   ; Gla
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,   no,   ; Swa
Cloud,      1,2,  2,1,1,   yes, 1, 5, 2,   For, 0,10,  0,   no,   ; Jun
Sky,        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,   no,   ; Oce
Sky Oasis,  1,2,  3,1,0,
Sky Plains, 1,2,  1,3,0,
Grassland,  1,2,  2,1,1,
Sky Flowers,2,3,  3,2,0,
Sky Garden, 2,4,  1,2,0,
Sky Forest, 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,
Birds,      1,2,  3,0,2,
Sky Oil,    1,2,  0,4,0,
Sky Fields, 1,2,  3,1,0,
Grassland,  1,2,  2,1,1,
Sky Roses,  2,3,  1,2,3,
Sky Hill,   2,4,  1,0,4,
Sky Mount,  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,
Birds,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Angelism,       High Angel,  High Angel
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, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, 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, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 1, Russians,    Russian,     1,  0, -1,     3, Evil One, Evil One, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, 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, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, 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, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, 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, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           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
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Magic Gems,


@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 Beast Cave,   E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













