;
;   CIVILIZATION GAME DATA - CARIBEAN Scenario v1.1
;   Copyright (c) 1995 by MicroProse Software
;   (Modifications by John Ellis - 1997 used and altered
;    by Vincent de Boer - 1998 )
;   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
2       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by 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)
1       ; Settlers eat (govt >= Communism)
12      ; City size for first unhappiness at Chieftain level
40      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
18      ; Sewer System needed to exceed this size
5       ; Tech paradigm (higher # slows research)
8       ; Base time for engineers to transform terrain (x2)
2       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
99      ; Fundamentalism pays support for all units past this
8       ; Communism is equivalent of this palace distance.
30      ; Fundamentalism loses this % of science
60      ; Percent shield penalty for production type change
15      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; 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
Aztec/Inca Culture, 0, 0,  Cer, nil, 0, 2    ; AFl
Indian Culture,     0, 0,  nil, nil, 0, 2    ; Alp
Spare,              6,-2,  no,  no,  3, 4    ; Amp
Dutch culture,      0, 0,  Cer, nil, 0, 2    ; Ast
Gunpowder,          6,-1,  Iro, Ind, 2, 0    ; Ato
Entertainment,      7, 1,  Iro, Mas, 3, 2    ; Aut
City Defense,       7, 0,  Las, Mas, 2, 0    ; Ban
Bridge Building,    3, 0,  E2,  Ind, 0, 4    ; Bri
Monotheism,         3, 1,  Ind, Mas, 2, 2    ; Bro
Multicultural,      0, 0,  Las, Nav, 0, 2    ; Cer
Indian Agriculture, 4, 1,  Alp, nil, 0, 1    ; Che
Hospitality,        3,-2,  Alp, Esp, 1, 2    ; Chi
Dutch Flintlock,    0, 0,  CA,  Cmb, 2, 0    ; CoL
The Bayonet,        6,-1,  Ato, nil, 2, 0    ; CA
Dutch cavalry,      0, 0,  Ast, Ref, 2, 0    ; Cmb
Dutch Navy,         4,-1,  CoL, Mys, 2, 0    ; Cmn
Gold Mining,        3, 0,  Alp, Cor, 0, 1    ; Cmp
Coinmaking,         4, 0,  Cmp, Alp, 1, 1    ; Csc
Field defense,      2, 0,  FP,  nil, 2, 0    ; Cst
Harvesting,         2, 0,  Che, Alp, 0, 4    ; Cor
Currency,           3, 1,  Ind, nil, 1, 1    ; Cur
Indian Joint Tactics,4,-2, Csc, Alp, 0, 0    ; Dem
Iron Founding,      3,-1,  Cor, Alp, 0, 1    ; Eco
Inca wafare,        4,-2,  AFl, Alp, 0, 0    ; E1
Euro Architecture,  6, 1,  Ind, nil, 3, 2    ; E2
Slinger technics,   1,-2,   E1, AFl, 0, 0    ; Eng
The Sword,          2,-2,   E1, Eco, 0, 0    ; Env
Village Building,   4, 1,  Che, Alp, 1, 2    ; Esp
French Cavalry,     0, 0,  Fli, Ref, 2, 0    ; Exp
French Flintlock,   0, 0,  CA,  Fli, 2, 0    ; Feu
French Culture,     0, 0,  Cer, nil, 0, 2    ; Fli
Radicalism,         3, 0,  Mob, Gue, 2, 3    ; Fun
French Tactics,     5,-2,  Exp, Feu, 2, 0    ; FP
French Navy,        1,-2,  Mys, Feu, 2, 0    ; Gen
Colonial Conscription,6,-2,FP,  Fli, 2, 0    ; Gue
French Architecture,3, 2,  Tra, Che, 1, 2    ; Gun
Large Cities,       8, 2,  Ban, Rfg,  0, 2    ; Hor
Euro Culture,       0, 0,  Eco, Chi, 3, 2    ; Ind
Super Tech,         8, 2,  nil, nil, 0, 2    ; Inv
Invention,          4, 0,  E2,  Ind, 1, 4    ; Iro
Gunnery,            3,-2,  Ato, Cur, 2, 0    ; Lab
Artillery,          6,-2,  Lab, Ato, 3, 0    ; Las
Shield Making,      4,-1,  E1,  Env, 1, 0    ; Ldr
The Spear,          2,-1,  E1,  Eng, 0, 3    ; Lit
Aztec Town Defense, 4, 0,  Ldr, Lit, 0, 4    ; Too
Aztec Tactics,      4,-2,  Too, Eng, 1, 0    ; Mag
Euro Shipbuilding,  3,-1,  E2,  Bri, 0, 1    ; Map
Masonry,            6, 2,  E2,  Bri, 0, 4    ; Mas
Aztec Invention,    5,-1,  Too, Eng, 1, 0    ; MP
Indian Shipbuilding,2, 0,  Cor, AFl, 0, 1    ; Mat
Sioux Culture,      0, 0,  Cer, nil, 0, 2    ; Med
Sioux Warfare,      4,-2,  Med, nil, 0, 0    ; Met
Spear Making,       2,-1,  Met, Med, 0, 0    ; Min
Steam Engine,       7, 0,  Iro, Mon, 2, 4    ; Mob
Spare,              8, 0,  no,  no,  1, 4    ; Mon
Naval Transport,    7, 0,  Map, Rfg, 1, 4    ; MT
Naval Gunnery,      6, 0,  MT,  Lab, 1, 4    ; Mys
Naval Tactics,      5, 0,  Mys, Las, 1, 4    ; Nav
Steamships,         6,-2,  Mob, Nav, 2, 4    ; NF
English Navy,       5,-2,  Sup, Mys, 2, 0    ; NP
French Revolution,  9, 2,  Nav, Gue, 3, 3    ; Phi
Hunting,            2, 0,  Med, Cor, 0, 0    ; Phy
Sioux Tactics,      3,-1,  Met, Phy, 1, 0    ; Pla
Archery,            4,-2,  Phy, Med, 1, 0    ; Plu
Advanced Warfare,   4,-2,  Plu, Pla, 1, 0    ; PT
English Shipbuilding,6,-2,  NP,  Nav, 0, 1    ; Pot
Sioux Invention,    4, 0,  PT,  Min, 0, 1    ; Rad
Railway,            5, 0,  Mob, Hor, 2, 4    ; RR
Sioux Town Defense, 4,-1,  Esp, Rad, 1, 0    ; Rec
Horse Breeding,     9,-2,  Ind, nil, 1, 0    ; Ref
Euro Agriculture,   1, 2,  Mas, Aut, 3, 1    ; Rfg
Spanish Cavalry,    0, 0,  The, Ref, 2, 0    ; Rep
Temple Building,    3, 2,  AFl, nil, 1, 2    ; Rob
Spanish Flintlock,  0, 0,  The, CA,  2, 0    ; Roc
Spanish Navy,       3,-2,  Mys, Roc, 2, 0    ; San
Spanish Tactics,    6,-2,  Rep, SFl, 2, 0    ; Sea
Spanish Culture,    0, 0,  Cer, nil, 0, 2    ; SFl
English Culture,    0, 0,  nil, Cer, 0, 2    ; Sth
Theology,           5, 0,  Rob, AFl, 1, 2    ; SE
English Cavalry,    0, 0,  Sth, Ref, 2, 0    ; Stl
English Flintlock,  0, 0,  CA,  Sth, 2, 0    ; Sup
English Tactics,    6,-1,  Sup, Stl, 2, 0    ; Tac
Discoveries,        5, 0,  SFl, nil, 0, 1    ; The
City Rights,        5, 0,  Ast, Hor, 1, 3    ; ToG
University,         5, 2,  Uni, Sth, 1, 3    ; Tra
Joint Stock Company,6, 2,  Hor, Sth, 2, 1    ; Uni
Industrialisation,  6, 2,  Phi, E2,  2, 4    ; War
Mechanics,          3, 2,  War, Ind, 2, 4    ; Whe
Horse Tactics,      5,-1,  Ref, Met, 2, 0    ; Wri
Industrial Innovation,1, 0,  Amp, ToG, 3, 3    ; ...
U1,                 8,-1,  no, no, 0, 0    ; U1
U2,                 5, 2,  no, no, 2, 4    ; U2
U3,                 7,-2,  no, no, 1, 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,
Governor's House,         10, 0,    E2,
Barracks,                 4,  1,    no,
Granary,                  6,  1,    Mas,
Chapel,                   4,  0,    Rob,
MarketPlace,              8,  1,    Cur,
Library,                  8,  1,    Mas,
Law Court,                8,  1,    E2,
Pallisade,                30, 0,    ToG,
Aqueduct,                 8,  1,    E2,
Bank,                     12, 2,    Mas,
Cathedral,                12, 0,    Bro,
University,               16, 3,    Tra,
Mass Transit,             16, 4,    no,
Church,                   8,  0,    Bro,
Factory,                  20, 4,    War,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    War,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    Uni,
Sewer System,             12, 2,    Hor,
Modern Farmhouse,          8, 3,    Rfg,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          1, 5,    Nav,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Map,
Fishery,                  2,  1,    Rfg,
Airport,                  16, 3,    no,
Prison,                   6,  2,    Ban,
Military Shipyards,       5,  3,    NP,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Virginia Headquarters,    20, 0,    nil,
large Gardens,            20, 0,    Aut,
Gold Headquarters,        20, 0,    SFl,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
Temple of the Sun,        30, 0,    SE,
Great Wall,               30, 0,    no,
Sun Tzu's War Academy,    30, 0,    Dem,
Slave Importation Centre, 30, 0,    SFl,
Columbus' Expedition,     20, 0,    SFl,
Empire Capital,           40, 0,    nil,
Copernicus' Observatory,  30, 0,    no,
VWC Shipyards,            40, 0,    nil,
Moliere's Theatre,        30, 0,    nil,
Leonardo's Workshop,      40, 0,    no,
Colonial Centre,          40, 0,    nil,
Port Royal Retraite,      40, 0,    nil,
Golden Armada,            40, 0,    nil,
Darwin's Voyage,          40, 0,    Phi,
Statue of Liberty,        40, 0,    Phi,
Eiffel Tower,             30, 0,    Gun,
Legal Piracy System,      60, 0,    nil,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
National Museum,          60, 0,    Aut,

;
; 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
Colonists,     nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  5,Ind,  000000000000010
Native Farmers, Ind, 0,  1.,0,  0a,1d,  1h,1f,  4,0, 5, Esp, 000000000000010
Village Warriors,Eng, 0,  1.,0,  1a,2d,  1h,1f, 1,0, 1, Alp, 000000000000010
Slingers,      Mag, 0,  1.,0,  4a,1d,  1h,1f,  3,0,  0, Eng, 000000000000010
bowmen,        Ind, 0,  1.,0,  5a,3d,  1h,1f,  5,0,  0, Plu, 000000000000010
Swordmen,      MP,  0,  2.,0,  3a,3d,  1h,1f,  3,0,  0, Env, 000000000000010
Spearsmen,     Rec, 0,  1.,0,  2a,3d,  1h,1f,  3,0,  1, Min, 000000000000010
Fr. Musketeers,Phi, 0,  2.,0,  6a,3d,  2h,2f,  3,0,  1, Feu, 000010000000010
Galleon,       Phi, 2,  6.,0,  1a,3d,  1h,2f,  4,10, 4, Mys, 000000000000000
Legion Etranger,Phi, 0, 3.,0,  7a,4d,  2h,2f,  4,0,  0, Gue, 000000000000010
Sp. Musketeers,Phi, 0,  2.,0,  4a,3d,  2h,2f,  3,0,  1, Roc, 000000000000010
Sp. Soldiers,  Phi, 0,  2.,0,  6a,2d,  2h,2f,  4,0,  0, San, 000000000000110
Eng. Musketeers,Phi, 0, 2.,0,  6a,4d,  2h,2f,  4,0,  1, Sup, 000010000000010
Eng. Soldiers, Phi, 0,  2.,0,  7a,2d,  2h,2f,  4,0,  0, NP,  000000000000110
Eng. Royal Inf.,Phi, 0, 3.,0,  6a,6d,  2h,2f,  6,0,  0, Tac, 000010000000010
Dutch Horse,   Phi, 0,  3.,0,  6a,2d,  2h,2f,  6,0,  0, Cmb, 000000000000010
English Horse, Tac,  0,  3.,0,  6a,3d,  2h,2f,  7,0, 0, Stl, 000000000000010
Sioux Horse,   Phi, 0,  3.,0,  7a,2d,  1h,2f,  8,0,  0, Wri, 000000000000010
French Horse,  FP,  0,  4.,0,  7a,3d,  2h,2f,  6,0,  0, Exp, 000000000000010
War Galleon,   Phi, 2,  6.,0, 11a,4d,  2h,2f,  6,7,  2, San, 000000000000011
Raiding party, PT,  0,  2.,0,  4a,1d,  1h,1f,  2,0,  0, Pla, 000001000000000
Tac.War Band,  Ind, 0,  2.,0,  6a,1d,  1h,2f, 10,0,  0, Mag, 000001000000000
Fortress,      Phi, 0,  0.,0,  0a,9d,  5h,3f,  8,0,  1, Ban, 000000000000000
Mercenaries,   nil, 0,  2.,0,  6a,3d,  2h,2f,  5,0,  0, Ind, 000000000000110
Bombard,       Las, 0,  1.,0,  8a,0d,  1h,2f, 10,0,  0, Lab, 000000001000010
Foot Art.,     Phi, 0,  1.,0, 12a,1d,  2h,3f, 12,0,  0, Las, 000000001000110
Horse Art.,    Phi, 0,  3.,0, 10a,2d,  2h,3f, 14,0,  0, Las, 000000001000010
Stockade,      Phi, 0,  0.,0,  0a,6d,  3h,2f,  5,0,  1, Mas, 000010000000000
Heavy spearsmen,MP, 0,  2.,0,  3a,6d,  1h,1f,  6,0,  1, Too, 000000000000010
Escaped slaves,Ind, 0,  2.,0,  6a,2d,  1h,2f, 12,0,  0, Chi, 000000000000010
Warrior,       Ind, 0,  2.,0,  3a,1d,  1h,1f,  1,0,  0, nil, 000001000000010
Vigile,        Phi, 0,  3.,0,  5a,4d,  2h,2f,  6,0,  1, Sea, 000010000000010
Steamship,     nil, 2, 16.,0, 10a,10d, 3h,2f, 10,2,  2, NF,  000000000000011
Caravel,       Phi, 2, 10.,0,  3a,2d,  2h,1f,  3,5,  4, MT,  000000000000000
Warship,       Pot, 2, 10.,0,  10a,9d, 2h,3f, 12,4,  4, Nav, 000000000000001
Lion Battleship,nil, 2, 8.,0, 14a,12d, 3h,3f, 18,3,  2, Pot, 000000000000001
Frigate,       Phi, 2, 13.,0,  9a,8d,  3h,2f,  8,2,  2, Cmn, 000000000000001
Eng. Dragoons, Phi, 0,  4.,0,  8a,3d,  2h,2f,  7,0,  0, Tac, 000000000000010
Fr. Dragoons,  Phi, 0,  5.,0,  8a,3d,  2h,2f,  6,0,  0, FP,  000000000000010
Conquistadors, Phi, 0,  4.,0,  7a,2d,  2h,2f,  7,0,  0, Rep, 000000000000010
Allied Pirates,Ind, 0,  4.,0,  6a,3d,  2h,2f, 15,0,  0, Csc, 000000000000010
War Canoe,     Ind, 2,  6.,0,  2a,1d,  1h,1f,  3,1,  4, Mat, 000000000100010
Armoured Inf., Rfg, 0,  1.,0,  5a,5d,  2h,1f, 10,0,  1, MP,  000000000000010
Inca Spearmen, Ind, 0,  2.,0,  4a,2d,  1h,1f,  3,0,  1, Lit, 000000000000010
Dark Hunters,  Ind, 0,  2.,0,  6a,2d,  1h,1f, 10,0,  0, PT,  000010000000010
Heavy swordmen,MP,  0,  1.,0,  5a,5d,  1h,1f,  6,0,  1, Too, 000000000000000
Napoleon's army,nil, 0, 5.,0, 13a,13d, 4h,3f, 18,0,  0, Phi, 000000000000000
Crossbowmen,   Phi, 0,  1.,0,  4a,3d,  1h,2f,  6,0,  1, Rec, 000000000000000
Trade Goods,   nil, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  7, Ind,  000000000000010
Mule Train,    nil, 0,  3.,0,  0a,3d,  1h,1f,  3,0,  7, Cur, 000000000000010
Explorers,     Phi, 0,  2.,0,  3a,3d,  2h,1f,  3,0,  1, The, 000111000000011
War Galley,    Mys, 2,  7.,0,  3a,1d,  1h,1f,  3,1,  2, Map, 000000000100000
Fr. Soldiers,  Phi, 0,  2.,0,  6a,2d,  2h,2f,  5,0,  0, Gen, 000000000000110
Dutch Musketeers,Phi,0, 2.,0,  6a,5d,  2h,2f,  5,0,  1, CoL, 000000000000110

;
; 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,  2,1,0,   yes, 3, 2, 3,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 3, 2, 3,   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, 5, 0,   yes, 4, 5,  3,  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,  1,1,1,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  2,0,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  2,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,3,0,
Gold,       3,6,  0,1,10,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,1,5,
Fish,       1,2,  6,0,3,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  5,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,6,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,1,4,
Fruit,      2,3,  6,2,2,
Whales,     1,2,  4,3,4,




@GOVERNMENTS
Anarchy,        Chief,       Princess
Despotism,      Emperor,     Empress
Monarchy,       Captain,     Captain
Governorship,   Governor,    Governor
Fundamentalism, Great Chief, High Princess
Republic,       Governor,    Governor
Democracy,      Admiral,     Admiral

;
;   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
De Ruyter,    Nazca,               0, 1, 3, Dutch,       Dutch,      -1, -1, -1,
Zarabi,       Pocahontes,          0, 2, 0, Aztecs,      Aztec,       1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Chateaubriand,Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     
Cortes,       Isabella,            0, 4, 3, Spanish,     Spanish,     0, -1,  1,     
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     
Archibald,    Elizabeth,           1, 6, 3, English,     English,    -1, -1, -1,     
Brave Wolve,  Sacajawea,           0, 7, 2, Sioux,       Sioux,       0,  0, -1,     1, Deputy Chief, Chief, 2, Deputy Chief, Great Chief, 4, Deputy Chief, Chief
Willem II,    Nazca,               0, 1, 3, Dutch,       Dutch,       1,  1, -1,
Montezuma,    Pocahontes,          0, 2, 0, Aztecs,      Aztec,      -1, -1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1, -1,     
Philip,       Isabella,            0, 4, 3, Spanish,     Spanish,     1,  1, -1,     
Nacazumi,     Tarawa,              1, 5, 0, Incas,       Inca,        1,  0,  0,     1, King, Queen, 2, Emperor, Empress
Nelson,       Elizabeth,           0, 6, 3, English,     English,     1, -1, -1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 2, Sioux,       Sioux,       1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
De Ruyter,    Juliana,             1, 1, 3, Dutch,       Dutch,      -1,  0,  0,
Montezuma,    Nazca,               1, 2, 0, Aztecs,      Aztec,      -1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         1, 3, 3, French,      French,      0,  0,  0,     4, Archbishop, Archbishop, 6, Premier, Premier
Columbus,     Isabella,            0, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Great Sun,    Tarawa,              1, 5, 0, Incas,       Inca,        1,  1, -1,     1, King, Queen, 2, Emperor, Empress
Eduard I,     Elizabeth,           0, 6, 3, English,     English,     0, -1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           1, 7, 2, Sioux,       Sioux,       1,  1,  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
Copper,
Gems,
Textiles,
Wool,
Beads,
Tobacco,
Cotton,
Manufactures,
Wine,
Gold,
Silver,
Spice,
Linen,
Furs,
Whale Oil,
Coal,


@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
Trusting
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Suspicious
Icy
Hostile














