
;   CIVILIZATION GAME DATA
;   Copyright (c) 1998 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.
;
;   AL-ANDALUS, THE TRAIL OF THE SUN --- Jesús Balsinde
;   Last modified May 8
;

;   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
19      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
3       ; 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)
10      ; 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)
0       ; Monarchy  pays support for all units past this
0       ; 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
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
3       ; 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
Armor,              4,-2,  Iro, Feu, 0, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 1, 3    ; Alp
Astrology,          3,-2,  Mys, nil, 1, 3    ; Amp
Astronomy,          4, 1,  Amp, nil, 1, 3    ; Ast
Alchemy,            4,-1,  Med, nil, 1, 3    ; Ato
Andalusian Tech,    6,-1,  no,  no,  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, Ato, 1, 3    ; Che
Chivalry,           4,-2,  Too, nil, 0, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 1, 2    ; CoL
Ballistics,         5,-1,  Met, U2,  0, 0    ; CA 
Bow and Arrow,      5,-1,  War, nil, 0, 0    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Craftmanship,       4, 1,  Phy, nil, 1, 2    ; Cmp
Clockworks,         4, 1,  Cmp, nil, 0, 4    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Crossbow,           4, 0,  Cmb, U2,  0, 0    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 0, 1    ; Eco
Compass,            4, 0,  Ast, nil, 0, 0    ; E1 
Andalusian Manners, 4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Faith Spreading,    3, 1,  Exp, Gen, 1, 0    ; Env
Firearms,           6,-1,  Min, Tac, 1, 0    ; Esp
Explosives,         5, 0,  no,  no,  0, 2    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
City Growth,        4,-1,  The, nil, 0, 2    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Paladins,           3, 0,  no,  no,  3, 3    ; FP  ;32
Gunpowder,          8,-2,  Iro, Rob, 0, 4    ; Gen
Uprisings,          4, 1,  Too, MP,  1, 2    ; Gue 
NOGunpowderNO,      8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Entrenchments,      5,-1,  Bro, nil, 0, 4    ; Iro
Fanatism,           5, 0,  MT,  nil, 0, 2    ; Lab  ;40
Humanities,         4, 0,  Lit, Mys, 1, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 1, 3    ; Lit
Nobility,           4,-2,  The, AFl, 0, 2    ; Too
Astrolabe,          4,-1,  Ast, Stl, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 1, 3    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Royal Retinue,      5, 0,  Too, U2,  0, 2    ; MP 
Mathematics,        4,-1,  SE,  nil, 1, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 3    ; Med
Metallurgy,         6,-2,  Gen, nil, 1, 0    ; Met
Advanced Cannonry,  7,-1,  nil, CA,  0, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 1, 2    ; Mon
Monotheism,         5, 1,  Phi, nil, 1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 1, 2    ; Mys
Navigation,         6,-1,  Mag, E1,  1, 2    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  PT,  Lit, 1, 2    ; Phi  ;60
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Knights Templar,    4, 0,  no,  no,  0, 4    ; Plu  ;63
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Common Lore,        4,-2,  nil, nil, 0, 1    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Alcántara Order,    2, 1,  no,  no,  0, 4    ; Rec
Calatrava Order,    4, 0,  no,  no,  0, 4    ; Ref
Intensive Irrig.,   3, 1,  Fli, Eco, 0, 4    ; Rfg  ;70
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Saltpeter,          5,-2,  Che, Inv, 0, 4    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  1, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Almoravid Wave,     3,-2,  no,  no,  3, 0    ; Sth  ;77
Siege Warfare,      4,-1,  Mas, Alp, 0, 0    ; SE 
Stern Helm,         4,-1,  Eng, Sea, 0, 4    ; Stl
Almohad Wave,       8,-2,  no,  no,  0, 2    ; Sup  ;80
Tactics,            4,-1,  Gue, nil, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Burgundian Knights, 4, 0,  no,  no,  0, 4    ; ToG  ;83
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  X4,  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,  CA,  Env, 1, 4    ; ... 
Frankish Lore,      3, 0,  no,  no,  1, 2    ; U1 
Chivalric Code,     3, 0,  Chi, Eng, 0, 0    ; U2 
Catalan Lore,       3, 0,  no,  no,  0, 0    ; U3 
Aragonese Lore,     8,-2,  no,  no,  0, 0    ; X1 
Navarrrese Lore,    3, 0,  no,  no,  0, 0    ; X2 
Castilian Lore,     3, 0,  no,  no,  0, 0    ; X3 
Fatimid Lore,       3, 0,  no,  no,  0, 0    ; X4 
Al-Andalus Lore,    3, 0,  no,  no,  0, 0    ; X5 
Christian Lore,     3, 0,  no,  no,  0, 0    ; X6 
Moslem Lore,        3, 0,  no,  no,  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,
Castle,                  10,  0,    nil,
Barracks,                 4,  0,    Mas,
Granary,                  6,  1,    Pot,
Temple,                   4,  0,    Cer,
Marketplace,              8,  1,    Cur,
Library,                  8,  1,    Wri,
Prison,                   8,  1,    CoL,
City Walls,               8,  0,    Mas,
Aqueduct,                 8,  2,    Cst,
Bank,                     12, 2,    Ban,
Cathedral,                12, 1,    MT,
Mosque,                   16, 2,    X7,
xxxMass Transit,          16, 4,    no,
Synagogue,                10, 0,    Cst,
Crafts Guild,             20, 4,    Cmp,   
Artificer Guild,          32, 5,    Csc,
xxxSDI Defense,           20, 4,    no,
xxxRecycling Center,      20, 2,    no,
xxxPower Plant,           16, 4,    no,
xxxHydro Plant,           24, 4,    no,
xxxNuclear Plant,         16, 2,    no,
Merchants Guild,          16, 3,    Eco,    
Public Baths,             12, 2,    Fli,
Food Storage,              8, 3,    Rfg,
xxxSuperhighways,         20, 5,    no,
University,               16, 3,    Uni,
xxxSAM Missile Battery,   10, 2,    no,
Coastal Fortress,          8, 1,    Cst,
xxxSolar Plant,           32, 4,    no,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    no,
xxxAirport,               16, 3,    no,
xxxPolice Station,         6, 2,    no,
xxxShipyards,              8, 3,    no,
SS Structural,             8, 0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Luxury Goods),           60, 0,    nil,
Madinat al-Zahra,         30, 0,    nil,
Poblet Monastery,         30, 0,    nil,
Courts of the Kingdom,    30, 0,    nil,
Synagogue of Transit,     30, 0,    nil,
Maimónides' Guide,        30, 0,    nil,
Las Huelgas Monastery,    30, 0,    nil,
Abizanda Watchtower,      30, 0,    nil,
El Cid's Campaigns,       30, 0,    nil,
Pilgrim's Way,            30, 0,    nil,
Mudéjar Architecture,     30, 0,    nil,
Abd-al-Rahman's Mosque,   30, 0,    nil,
Giralda Tower,            30, 0,    Ast,
Aljafería Palace,         30, 0,    nil,
Mural Walls,              30, 0,    nil,
Gormaz Castle,            30, 0,    nil,
Gardens of Generalife,    30, 0,    nil,
Alhambra Palace,          30, 0,    nil,
La Lonja de la Seda,      30, 0,    nil,
Torch of the World,       30, 0,    nil,
Alcazaba Fortress,        30, 0,    nil,
Alcaicería Market,        30, 0,    nil,
La Zuda Tower,            30, 0,    nil,
Muslim Public Works,      30, 0,    nil,
The Alcázar,              30, 0,    nil,
Torre Mocha,              30, 0,    nil,
Torre del Oro,            30, 0,    nil,
Averroes' Teachings,      30, 0,    nil,
Pre-Romanesque Churches,  30, 0,    nil,
 
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Madinat al-Zahra
nil,        ; Poblet Monastery
nil,        ; Courts of the Kingdom
Pot,        ; Synagogue of Transit
Pot,        ; Maimónides' Guide
nil,        ; Las Huelgas Monastery
nil,        ; Abizanda Watchtower
nil,        ; El Cid's Campaigns
nil,        ; Pilgrim's Way
nil,        ; Mudéjar Architecture
nil,        ; Abd-al-Rahman's Mosque
nil,        ; Giralda Tower
Pot,        ; Aljafería Palace
nil,        ; Mural Walls
Pot,        ; Gormaz Castle
nil,        ; Gardens of Generalife
nil,        ; Alhambra Palace
nil,        ; La Lonja de la Seda
Pot,        ; Torch of the World
Pot,        ; Alcazaba Fortress
nil,        ; Alcaicería Market
nil,        ; La Zuda Tower
nil,        ; Muslim Public Works
Pot,        ; The Alcázar
nil,        ; Torre Mocha
Pot,        ; Torre del Oro
nil,        ; Averroes' Teachings
nil,        ; Pre-Romanesque Churches

;
;    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
Peasants,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Castle,       nil, 0,  0.,0,  0a,4d,  3h,1f, 20,0,  1, no,  000000000000000
Bucelarii,    nil, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, X6,  000000000000000
Pikemen,      nil, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, X2,  000000000000000
Infantry,     nil, 0,  1.,0,  5a,4d,  1h,1f, 22,0,  0, no,  000000000000000
Infantry,     nil, 0,  1.,0,  5a,4d,  1h,1f, 22,0,  0, no,  000000000000000
Pikemen,      nil, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, no,  000010000000000
Pikemen,      nil, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, X3,  000000000000000
Crossbowmen,  Esp, 0,  1.,0, 10a,4d,  1h,2f, 10,0,  0, no,  000000001000001
Serfs in Arms,nil, 0,  1.,0,  4a,4d,  1h,1f,  5,0,  1, Gue, 000001000000010
None,         nil, 0,  0.,0,  1a,8d,  2h,1f,  8,0,  0, no,  000000000000000
Pikemen,      nil, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, U1,  000010000000000
Assassins,    nil, 0,  1.,0,  5a,1d,  1h,2f,  4,0,  0, Lab, 001001001000010
Calatravas,   Rec, 0,  2.,0,  7a,2d,  1h,1f,  4,0,  0, Ref, 000000000000000
Santiaguistas,Rec, 0,  2.,0,  9a,4d,  1h,1f,  4,0,  0, no,  000000000000000
Alcántaras,   nil, 0,  2.,0, 12a,5d,  1h,1f,  6,0,  0, Rec, 000000000000000
Heavy Cvlry., Sth, 0,  2.,0,  5a,3d,  1h,1f,  5,0,  0, X5,  000000000000000
Crusaders,    nil, 0,  2.,0, 15a,5d,  1h,2f,  3,0,  0, no,  000000000000000
Burgundians,  nil, 0,  2.,0,  9a,4d,  1h,1f,  6,0,  0, ToG, 000000000000000
Templars,     nil, 0,  2.,0,  7a,2d,  1h,1f,  4,0,  0, Plu, 000000000000000
Hospitalers,  nil, 0,  2.,0,  7a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Almoravids,   Sup, 0,  2.,0, 10a,4d,  1h,1f, 10,0,  0, Sth, 000000000000000
Battering Ram,nil, 0,  1.,0,  6a,1d,  1h,1f,  5,0,  0, SE,  000000001000000
Catapult,     nil, 0,  1.,0,  8a,1d,  1h,1f,  6,0,  0, Mat, 000000000000000
Cannon,       nil, 0,  1.,0, 14a,3d,  2h,4f, 11,0,  0, Min, 000000001000000
Bombard,      Min, 0,  1.,0, 11a,2d,  2h,3f, 10,0,  0, CA,  000000000000000
Culverin,     CA,  0,  1.,0,  9a,1d,  2h,2f,  8,0,  0, Met, 000000000000000
Slavs,        nil, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000001
El Cid,       nil, 0,  3.,0, 20a,20d, 2h,1f,  3,0,  1, no,  000000000000001
Moorish Inf., nil, 0,  2.,0,  2a,2d,  1h,1f,  5,0,  1, X7,  000000000000000
Fr. Infantry, nil, 0,  2.,0,  5a,3d,  1h,1f,  4,0,  1, U1,  000000000000000
Almohad Inf., nil, 0,  2.,0, 11a,5d,  1h,1f, 11,0,  0, Sup, 000001000000000
None,         nil, 0,  0.,0,  2a,1d,  2h,1f,  4,2,  2, no,  000000000000001
None,         nil, 0,  0.,0,  1a,1d,  1h,1f,  4,2,  3, no,  000000000000001
None,         nil, 0,  0.,0,  5a,4d,  2h,1f,  5,4,  2, no,  000000000000001
None,         nil, 0,  0.,0,  5a,4d,  2h,1f,  5,4,  2, no,  000000000000001
None,         nil, 0,  0.,0,  2a,1d,  2h,1f,  4,0,  4, no,  000000000100001
Archers,      nil, 0,  1.,0,  3a,2d,  1h,1f,  5,0,  1, X6,  000001000000001
None,         nil, 0,  0.,0,  1a,2d,  2h,1f,  2,1,  2, no,  000000000100001
Coca,         nil, 2,  4.,0,  5a,2d,  2h,1f,  8,3,  3, Nav, 000000000000001
Camel,        Sth, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, X4,  000001000000000
Norman,       nil, 0,  0.,0,  5a,2d,  1h,1f,  2,0,  1, no,  000000000000000
Noblemen,     nil, 0,  2.,0, 10a,4d,  1h,1f,  4,0,  0, no,  000010000000001
Pikemen,      nil, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, X1,  000000000000000
None,         nil, 0,  0.,0,  2a,1d,  2h,1f, 10,0,  0, no,  001000000000000
None,         nil, 0,  0.,0,  1a,1d,  1h,1f, 10,0,  0, no,  000000000000001
Monk,         nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, X6,  000000000000010
Favorite,     nil, 0,  1.,0,  0a,0d,  1h,1f, 20,0,  6, X7,  000000000000011
Caravan,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Horse Archer, nil, 0,  2.,0,  5a,1d,  1h,1f,  6,0,  0, X5,  000001000000000
Saracens,     Sup, 0,  1.,0,  8a,4d,  1h,1f,  9,0,  0, Sth, 000000001000000
Infantry,     nil, 0,  1.,0,  1a,2d,  1h,1f,  1,0,  1, X6,  000000000000000
Archers,      nil, 0,  1.,0,  3a,2d,  1h,1f,  6,0,  1, X7,  000001000000001
Moorish Guard,nil, 0,  1.,0,  1a,2d,  1h,1f,  4,0,  1, X7,  000000000000000
Champions,    Esp, 0,  1.,0,  8a,5d,  1h,1f,  8,0,  1, FP,  000001000000000
Harquebusier, nil, 0,  1.,0, 12a,6d,  2h,3f,  8,0,  0, no,  000000000000000
Horse Knights,nil, 0,  2.,0,  6a,3d,  1h,1f,  6,0,  0, X6,  000010000000000
Knight Armor, nil, 0,  1.,0,  5a,3d,  1h,1f,  4,0,  1, X6,  000000000000000
Conquistador, nil, 0,  2.,0, 14a,6d,  2h,4f, 10,0,  0, no,  000000000000000
Siege Tower,  nil, 0,  1.,0,  5a,3d,  2h,1f,  5,0,  0, SE,  000000001000000
Almohad Cav., nil, 0,  2.,0, 12a,5d,  1h,1f, 11,0,  0, Sup, 000000000000000
Boat,         Nav, 2,  3.,0,  2a,2d,  2h,1f,  6,2,  2, Sea, 000000000000001

;
; 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,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 2, 3, 1,   For, 0, 8,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 3, 3, 2,   For, 0, 5,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
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, 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,
Olive Oil,  1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Rabbit,     2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Rabbit,     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,
Game,       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,
Tuna,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Count,       Empress
Monarchy,       King,        Queen
Monarchy,       King,        Comrade
Monarchy,       King,        High Priestess
Caliphate,      Caliph,      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, 0, Romans,      Roman,       1, -1,  0,     
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1,  1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     
Ramesses,     Cleopatra,           1, 4, 3, Egyptians,   Egyptian,    0,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,      -1, -1, -1,     
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  0,     
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     
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,     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
Cereal,
Vinegar,
Honey,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Wool,
Silver,
Glass,
Gems,
Gold,
Oil,
Ivory,


@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













