;
;   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
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; 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
4       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
90      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
2       ; 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
Tank Dsgn and Tac 39,        5,-2,  nil, nil, 3, 0    ; AFl
Tank Dsgn and Tac 40,        5,-2,  AFl, nil, 3, 0    ; Alp
Tank Dsgn and Tac 41,        6,-2,  Alp, Ban, 3, 0    ; Amp
Tank Dsgn and Tac 42,        6,-2,  Amp, Sup, 3, 0    ; Ast
Atomic Theory,               4, 0,  nil, nil, 2, 4    ; Ato
Automobile,                  5, 0,  nil, nil, 3, 4    ; Aut
Inf Weps and Tac 39,         4,-1,  nil, nil, 3, 0    ; Ban
Bridge Building,             4, 2,  nil, nil, 3, 4    ; Bri
Inf Weps and Tac mech,       6,-2,  Sup, Alp, 3, 0    ; Bro
Ceremonial Burial,           5,-1,  nil, nil, 3, 0    ; Cer
Jet Engines 3,               4, 0,  Env, nil, 3, 0    ; Che
Ftr Design 40,               4,-1,  nil, nil, 3, 0    ; Chi
Ftr Design 42,               5,-1,  U1,  nil, 3, 0    ; CoL
Ftr Design jet,              6,-2,  FP,  U2,  3, 0    ; CA
Combustion,                  5, 1,  nil, nil, 2, 4    ; Cmb
Communism,                   5, 0,  nil, nil, 2, 2    ; Cmn
LR Ftr Design 1 110-38,      4,-1,  Chi, Cst, 3, 0    ; Cmp
LR Ftr Design 2 410-51,      5,-2,  Cmp, U3,  3, 0    ; Csc
Bmr Design 38 med bmr,       4,-1,  nil, nil, 3, 0    ; Cst
Bmr Design 39 dive bmr,      5,-1,  AFl, Gen, 3, 0    ; Cor
Bmr Design 40 ptrl bmr,      4,-1,  Cst, Gen, 3, 0    ; Cur
Democracy,                   5, 1,  nil, nil, 2, 2    ; Dem
Daylight Precission Bombing, 5,-2,  Cur, E2,  3, 0    ; Eco
Super Bombers,               6,-2,  X2,  Csc, 3, 0    ; E1
Electronics,                 6, 0,  Rad, nil, 3, 4    ; E2
Jet Engines 1,               4, 0,  Chi, nil, 3, 4    ; Eng
Jet Engines 2,               4, 0,  Eng, nil, 3, 4    ; Env
Elite Units 1,               4,-1,  Ban, nil, 3, 0    ; Esp
Elite Units 2 Para,          4,-1,  Esp, Cst, 3, 0    ; Exp
Elite Units 3 Elite Inf,     5,-1,  Sup, Alp, 3, 0    ; Feu
Flight,                      5,-1,  Feu, NP,  3, 0    ; Fli
Fundamentalism,              3, 2,  nil, nil, 2, 2    ; Fun
Jet Engines 4,               6,-2,  Che, nil, 3, 4    ; FP
Naval Design 1,              4,-2,  nil, nil, 3, 0    ; Gen
Guerrilla Warfare,           4, 1,  no, no, 3, 0    ; Gue
  Gunpowder,                   8,-2,  no, no, 3, 0    ; Gun
Horseback Riding,            5,-1,  nil, nil, 0, 0    ; Hor
Industrialization,           4, 0,  nil, nil, 3, 0    ; Ind
Ramjet,                      5,-1,  Env, Lab, 3, 0    ; Inv
Rocket Research 1,           4, 0,  Inv, nil, 3, 4    ; Iro
Rocket Research 2,           5, 0,  Iro, nil, 3, 4    ; Lab
Rocket Research 3,           6, 0,  Lab, nil, 3, 4    ; Las
    German Tech,        5,-1,  no, no, 3, 2    ; Ldr
    Itallian Tech,      5, 2,  no, no, 3, 2    ; Lit
    Allied Tech,        4,-2,  no, no, 3, 2    ; Too
    Russian Tech,       4,-1,  no, no, 3, 2    ; Mag
    Neutral Tech,       6,-1,  no, no, 3, 2    ; Map
    Neutral Tech 2,     4, 1,  no, no, 0, 4    ; Mas
    Infantry Tech,      5, 0,  no, no, 3, 4    ; MP
Mathematics,                 4,-1,  nil, nil, 0, 3    ; Mat
Medicine,                    4, 0,  nil, nil, 1, 1    ; Med
Metallurgy,                  6,-2,  nil, nil, 1, 0    ; Met
Nuclear Research 2,          4, 1,  Nav, Phi, 3, 3    ; Min
Mobile Warfare,              8,-1,  nil, nil, 3, 0    ; Mob
Fascism,                     5, 1,  nil, nil, 0, 2    ; Mon
Monotheism,                  5, 2,  nil, nil, 3, 3    ; MT
Mysticism,                   4, 1,  nil, nil, 0, 4    ; Mys
Nuclear Research 1,          4,-1,  Ato, Uni, 3, 3    ; Nav
Nuclear Fission,             6,-2,  Min, nil, 3, 3    ; NF
Naval Design 2,              4,-1,  Gen, Cor, 3, 0    ; NP
Plutonium Prod.,             4,-1,  Nav, Rob, 3, 3    ; Phi
Physics,                     4, 1,  nil, nil, 1, 3    ; Phy
Plutonium Research,          4,-1,  Phi, nil, 3, 4    ; Pla
Plumbing,                    4, 1,  nil, nil, 2, 4    ; Plu  (Cst & Pot)
Polytheism,                  4, 0,  nil, nil, 0, 2    ; PT
Pottery,                     4, 1,  nil, nil, 0, 1    ; Pot
Radio,                       5,-1,  nil, nil, 3, 4    ; Rad
Railroad,                    6, 0,  nil, nil, 2, 1    ; RR
Recycling,                   4,-1,  nil, nil, 3, 2    ; Rec
Refining,                    4, 0,  nil, nil, 2, 4    ; Ref
Refrigeration,               3, 1,  nil, nil, 3, 1    ; Rfg
The Republic,                5, 1,  nil, nil, 0, 2    ; Rep
Manufacturing,               6, 0,  AFl, Cur, 3, 4    ; Rob
Rocketry,                    6,-1,  Las, E2,  3, 0    ; Roc
Sanitation,                  4, 2,  nil, nil, 2, 1    ; San
Seafaring,                   4, 1,  nil, nil, 0, 1    ; Sea
National Geographic,         4, 2,  nil, nil, 3, 3    ; SFl
Ftr Design 45,               4,-2,  X3,  nil, 3, 0    ; Sth
Steam Engine,                4,-1,  nil, nil, 2, 3    ; SE
Steel,                       4,-1,  nil, nil, 2, 4    ; Stl
Inf Weps and Tac 42,         5,-2,  Ban, Alp, 3, 0    ; Sup
Tactics,                     6,-1,  nil, nil, 2, 0    ; Tac
Theology,                    3, 2,  nil, nil, 1, 2    ; The
Theory of Gravity,           4, 0,  nil, nil, 1, 3    ; ToG
Trade,                       4, 2,  nil, nil, 0, 1    ; Tra
Uranium Access,              4,-1,  MT,  nil, 3, 3    ; Uni
Warrior Code,                4,-1,  nil, nil, 0, 0    ; War
The Wheel,                   4,-1,  nil, nil, 0, 4    ; Whe
Writing,                     4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,           1, 0,  NF,  FP,  3, 3    ; ...
Ftr Design 41,               3,-1,  Chi, Cst, 3, 0    ; U1
Ftr Design 43,               3,-1,  CoL, nil, 3, 0    ; U2
Bmr Design 41,               3,-1,  Eco, nil, 3, 0    ; U3
Bmr Design 42,               3,-1,  U3,  nil, 3, 0    ; X1
Bmr Design 43,               3,-1,  X1,  nil, 3, 0    ; X2
Ftr Design 44,               3,-1,  U2,  nil, 3, 0    ; X3
Tank Dsgn and Tac 43,        5,-1,  Ast, nil, 3, 0    ; X4
Tank Dsgn and Tac 44,        5,-2,  X4,  nil, 3, 0    ; X5
Tank Dsgn and Tac 45,        5,-1,  X5,  nil, 3, 0    ; X6
  Extra Advance 7,             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,
Palace,                  100, 0,    no, (no)
Barracks,                  4, 1,    no, (no)
Granary,                  16, 1,    nil,
Party Headquarters,       16, 1,    no,
MarketPlace,              16, 1,    nil,
Library,                  16, 1,    nil,
Courthouse,               16, 1,    nil,
City Walls,                1, 0,    nil,
Aqueduct,                 16, 2,    nil,
Bank,                     24, 3,    nil,
Cathedral,                32, 6,    no,
University,               32, 3,    nil,
Mass Transit,             32, 4,    no,
Colosseum,                24, 4,    no,
Factory,                  40, 4,    nil,
Manufacturing Plant,      64, 6,    Rob, 
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              32, 6,    nil,
Hydro Plant,              48, 3,    no,
Nuclear Plant,            24, 2,    no,
Stock Exchange,           32, 4,    no,
Sewer System,             24, 2,    nil,
Supermarket,              16, 3,    nil,
Superhighways,            20, 5,    no, 
Research Lab,             40, 3,    nil,
SAM Site,                 16, 2,    Roc, 
Coastal Fortress,          4, 1,    nil,
Solar Plant,              32, 4,    no,
Harbor,                   12, 1,    nil,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            8, 2,    no,
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    nil,
Pyramids,                 20, 0,    nil,
Roosevelt,                20, 0,    nil,
New York Trade Center,    20, 0,    nil,
Lighthouse,               20, 0,    nil,
Great Library,            30, 0,    nil,
Hitler,                   30, 0,    nil,
Great Wall,               30, 0,    nil,
Sun Tzu's War Academy,    30, 0,    nil,
American Industry,        30, 0,    nil,
Marco Polo's Embassy,     20, 0,    nil,
Freedom of Religion,      40, 0,    nil,
German Scientists,        30, 0,    nil,
Magellan's Expedition,    40, 0,    nil,
Mussolini,                30, 0,    nil,
Leonardo's Workshop,      40, 0,    nil,
Stalin,                   40, 0,    nil,
Einstein's Legacy,        40, 0,    nil,
National-Socialism,       40, 0,    nil,
Research  Breakthrough,   80, 0,    nil,
Statue of Liberty,        40, 0,    nil,
Eiffel Tower,             30, 0,    nil,
Women's Suffrage,         60, 0,    nil,
Hoover Dam,               60, 0,    nil,
Manhattan Project,       120, 0,    NF,
United Nations,           60, 0,    no,
National Geographic Soc., 60, 0,    SFl,
War Research,             60, 0,    nil,
Churchill,                60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
Cmn,        ; Lighthouse
Cmn,        ; Great Library
nil,        ; Oracle
Cmn,        ; Great Wall
Cmn,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
Cmn,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
Cmn,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
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
Laborers,     Exp, 0,  2.,0,  0a,9d,  4h,1f,  4,0,  5, no,  000000000000000
Fortress Inf, nil, 0,  0.,0,  5a,9d,  5h,1f, 10,0,  1, no,  010010000000000
Static Inf,   Mas, 0,  0.,0,  4a,6d,  2h,1f,  5,0,  1, nil, 000000000000000
Inf 39,       MP,  0,  1.,0,  4a,4d,  2h,2f,  6,0,  1, Ban, 000000000000000
Inf 42,       MP,  0,  1.,0,  5a,5d,  3h,2f,  5,0,  1, Sup, 000010001000100
G Inf 39,     Ldr, 0,  1.,0,  5a,5d,  3h,2f,  6,0,  1, Ban, 000010001000100
G Inf 44,     Ldr, 0,  1.,0,  5a,4d,  2h,2f,  5,0,  1, X5,  000010001000000
Volksgrenadier,Ldr, 0, 1.,0,  4a,4d,  2h,2f,  4,0,  1, X6,  000010000000000
Guards Inf.,  Mag, 0,  1.,0,  6a,6d,  4h,2f,  8,0,  1, Feu, 000000001000000
Partisans,    Mag, 0,  1.,0,  3a,3d,  1h,1f,  4,0,  1, no,  000001000000010
KV-1/76,      Mag, 0,  3.,0, 11a,7d,  4h,3f, 14,0,  0, Alp, 000010000000000
Paratroopers, Mas, 0,  1.,0,  6a,5d,  2h,2f, 18,0,  1, Exp, 000001100000000
SS VIb,       Ldr, 0,  2.,0, 15a,9d,  4h,3f, 20,0,  0, X6,  000010000000000
Cavalry,      Ban, 0,  2.,0,  4a,4d,  2h,2f,  6,0,  0, nil, 000000000000000
Mech. Inf.,   Mas, 0,  3.,0,  7a,7d,  3h,3f,  8,0,  1, Bro, 000010001000000
Obs. Tank,    AFl, 0,  2.,0,  6a,5d,  2h,3f, 12,0,  0, nil, 000000000000000
Crusader,     Too, 0,  3.,0,  8a,5d,  3h,3f, 12,0,  0, AFl, 000010000000000
  Churchill,    Too, 0,  2.,0, 10a,7d,  4h,3f, 14,0,  0, Ast, 000010000000000
Mk-III,       Ldr, 0,  3.,0,  8a,5d,  3h,3f, 12,0,  0, AFl, 000010000000000
Mk-IVh,       Ldr, 0,  3.,0, 12a,6d,  3h,3f, 14,0,  0, X4,  000010000000000
Panther,      Ldr, 0,  3.,0, 14a,7d,  3h,3f, 16,0,  0, X5,  000010000000000
SS Tiger,     Ldr, 0,  3.,0, 13a,8d,  4h,3f, 18,0,  0, Ast, 000010000000000
M-4/75,       Too, 0,  3.,0, 10a,6d,  3h,3f, 10,0,  0, Amp, 000010000000000
Firefly,      Too, 0,  3.,0, 12a,6d,  3h,3f, 11,0,  0, X4,  000010000000000
T-34/76,      Mag, 0,  3.,0, 11a,6d,  3h,3f, 10,0,  0, Amp, 000010000000000
T-34/85,      Mag, 0,  3.,0, 13a,6d,  3h,3f, 11,0,  0, Ast, 000010000000000
JSU-II,       Mag, 0,  3.,0, 14a,8d,  4h,3f, 14,0,  0, X6,  000010000000000
Obs. Fighter, Chi, 1, 10.,1,  4a,2d,  2h,2f,  5,0,  3, nil, 010000000010001
Fighter 40,   CoL, 1, 10.,1,  6a,2d,  2h,2f,  6,0,  3, Chi, 010000000010001
Fighter 42,   Mas, 1, 12.,1,  6a,3d,  2h,3f,  7,0,  3, CoL, 010000000010001
Me-262,       Ldr, 1, 15.,1,  9a,4d,  2h,3f, 12,0,  3, CA,  010000000010001
Ju-87,        Ldr, 1, 20.,1,  8a,2d,  2h,4f,  7,0,  0, Cor, 000000001000001
Obs. Bomber,  Cst, 1, 10.,2,  7a,2d,  2h,3f,  8,0,  0, nil, 000000001000001
Medium Bomber,Mas, 1, 15.,2, 10a,3d,  2h,3f, 12,0,  0, Cst, 000000001000001
B-17,         Too, 1, 28.,2, 14a,4d,  3h,3f, 16,0,  0, Eco, 000000001000001
B-29,         Too, 1, 30.,2, 16a,4d,  3h,3f, 20,0,  0, E1,  000000001000001
Axis Minor,   Ldr, 0,  1.,0,  4a,4d,  2h,2f,  4,0,  1, nil, 000000000000000
  Cromwell,     Too, 0,  3.,0,  9a,5d,  3h,3f,  9,0,  0, X5,  000010000000001
Mk-IIIh,      Ldr, 0,  3.,0, 10a,6d,  3h,3f, 13,0,  0, Amp, 000010000000000
  ASW Group,    Mas, 2,  7.,0,  3a,2d,  2h,2f, 14,0,  2, Gen, 100000000001001
  TG 40,        Mas, 2,  6.,0,  9a,8d,  3h,2f, 28,2,  2, NP,  000000000001000
  TG 43,        Mas, 2,  7.,0, 10a,10d, 4h,2f, 30,2,  2, Gen, 000000000001001
  CVBG,         Mas, 2,  7.,0,  4a,10d, 4h,2f, 32,0,  2, Gen, 000000010001001
Transport,    Mas, 2,  4.,0,  0a,3d,  2h,1f,  8,8,  4, nil, 000000000001000
M-26,         Too, 0,  3.,0, 14a,7d,  3h,3f, 12,0,  0, X6,  000010000000000
Atomic Bomber,Mas, 1, 30.,2, 99a,4d,  1h,1f, 48,0,  0, NF,  001000000000001
  Guided Msl,   Mas, 1,  8.,1, 12a,0d,  1h,4f,  6,0,  0, Roc, 001000000000010
  Meteor,       Too, 1, 20.,1,  8a,4d,  2h,3f, 10,0,  0, CA,  010000000010001
Submarine,    Mas, 2,  4.,0,  9a,2d,  1h,2f,  7,0,  2, nil, 100000000001000
Mosquito,     Too, 1, 10.,2,  9a,3d,  2h,4f,  7,0,  0, U1,  010000001000001
Stormovik,    Mag, 1, 10.,1,  9a,4d,  3h,4f,  6,0,  0, Cor, 000000001000001
Artillery,    Mas, 0,  1.,0, 12a,1d,  2h,4f, 16,0,  0, nil, 001000001000100
P-47,         Too, 1, 10.,2,  9a,4d,  3h,4f,  8,0,  0, U2,  010000001000001
Ta-152,       Ldr, 1, 14.,1,  8a,4d,  2h,3f,  8,0,  0, Sth, 010000000010001
Me-110,       Ldr, 1, 10.,2,  4a,2d,  2h,2f,  7,0,  3, Cmp, 010000000010001
He-219,       Ldr, 1, 15.,2,  7a,3d,  2h,3f,  8,0,  3, Csc, 010000000010001
P-38,         Too, 1, 18.,2,  6a,3d,  2h,3f,  7,0,  3, Cmp, 010000000010001
P-51,         Too, 1, 22.,2,  7a,4d,  2h,3f,  8,0,  3, Csc, 010000000010001
Flak,         Mas, 0,  0.,0,  4a,5d,  2h,2f,  4,0,  1, nil, 010000000000000
Mobile Flak,  Mas, 0,  3.,0,  4a,5d,  2h,2f,  6,0,  1, Alp, 010000000000000
M13/40,       Lit, 0,  3.,0,  6a,3d,  2h,3f,  6,0,  0, Alp, 000000000000000
Patrol Bomber,Mas, 1, 30.,2, 12a,2d,  2h,3f, 14,0,  0, Cur, 100000000000001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  2,1,0,   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
Oil,        1,2,  1,1,6,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Urban,      1,2,  2,2,2,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,1,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Minerals,   2,4,  2,6,1,   no,  0,15, 6,   yes, 3,10,  1,  no,    ; 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,
  Hills,      2,4,  2,1,0,
  Mountains,  3,6,  0,1,0,
Game,       1,2,  3,1,0,
Trade Center, 1,2,  2,2,4,
Peat,       2,3,  1,4,0,
Gems,       2,4,  2,3,4,
Fish,       1,2,  1,0,3,
Desert,     1,2,  0,1,0,
Plains,     1,2,  1,1,0,
Grassland,  1,2,  2,1,0,
Forest,     2,3,  1,2,0,
  Hills,      2,4,  2,1,0,
  Mountains,  3,6,  0,1,0,
Oil,        1,6,  1,1,6,
Trade Center, 1,2,  2,2,4,
Spice,      2,3,  3,1,4,
Minerals,   2,2,  2,4,1,
Whales,     1,2,  1,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Fascism,        Fuhrer,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, President,   High Priestess
Republic,       Prime Minister,      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,       1, -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,           0, 4, 0, Egyptians,   Egyptian,    1, -1, -1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Petain,       E. Roosevelt,        0, 5, 1, Americans,   American,    1, -1, -1,     4, Reverend, Reverend, 5, Prime Minister, Speaker
Alexander,    Hippolyta,           0, 6, 1, Greeks,      Greek,       1, -1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  1,     2, Maharaja, Maharaja,
A. Hitler,    Catherine the Great, 1, 1, 3, Germans,     German,      1, -1, -1,     2, Fuhrer, Czarina, 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,
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













