;   CIVILIZATION GAME DATA
;   
;   ANCIENT WORLD MODPACK, BY PABLO FARIAS 
;   
;
;   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
3       ; 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)
10      ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
9       ; Aqueduct needed to exceed this size
14      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
6       ; Base time for engineers to transform terrain (x2)
6       ; Monarchy  pays support for all units past this
6       ; 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.
25      ; Fundamentalism loses this % of science
30      ; 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
Primitive Commerce, 2, 1,  Amp, nil,    0, 1    ; AFl
Alphabet,                 3, 1,  Csc, nil, 0, 3    ; Alp
Wall Painting,            1, 2,  nil, nil,    0, 3    ; Amp
Astronomy,                    1, 1,  Lit, Mat, 0, 3    ; Ast
Agriculture,                   4, 1,  nil, nil,   0, 4    ; Ato
Pottery,                      3, 0,  nil, nil,    0, 4    ; Aut
Currency,                        3, 0,  MP, Bro,0, 1    ; Ban
Bridge Building,                       1, 0, Phy, Min,0, 4    ; Bri
Bronce Working,                2,-1, nil, Che, 0, 4    ; Bro
Primitive Religions,                1, -1,  nil, nil,   0, 2    ; Cer
Stone Working,            2,-1,  nil, nil,    0, 4    ; Che
Chivalry,                    3,-2,  Ind, Hor, 0, 0    ; Chi
Code of Laws,               2, 1,  Cer, nil,  0, 2    ; CoL
Wood Working,            1, 0,  nil, nil,    0, 4    ; CA
Carving,                       1, 1,  Che, nil, 0, 4    ; Cmb
Communism,                     3, 0,  Mag, nil,  0, 2    ; Cmn
Sculptures,                     2, 1,  Cmb, Amp,0, 4    ; Cmp
Symbols,                    1, 1,  Amp, nil,   0, 3    ; Csc
Construction,                  3, 0,  Cmb, Bro, 0, 4    ; Cst
Surveillance,                    2, -1,  Bro, Env, 0, 0    ; Cor
Sea Transport,           4, -1,  Ast, Too,  0, 0     ; Cur
Democracy,                    5, 1,  Iro, Rfg,   0, 2    ; Dem
Use of the Plow,                 4, 1,  Ato, CA,     0, 1    ; Eco
Clay Building,                         3, 0,  Aut, Che,   0, 4    ; E1
Ancient Galleries,   5, 1,  Esp,  Eng,     0, 2    ; E2
Engineering,                    3, 0,  Met, Tra,    0, 4    ; Eng
Animal Raising,                     3, 1,  Inv, Ato,    0, 1    ; Env
Espionage,                     2,-1,  NF, Roc,      0, 0    ; Esp
Explosives,               1, 0,  no, no,      0, 4    ; Exp
Martial Arts,               3,-1,  Lab, Csc,  0, 0    ; Feu
Air Ships,                 6,-1,  SE, Rad,    0, 4    ; Fli
Fundamentalism,               4,-2,  MT, Las, 0, 2    ; Fun
Aqueducts,                    1, 2,  Cmp, Eco,0, 4    ; FP
Diplomacy,                    2, 2,  Mon, Wri, 0, 2    ; Gen
Sea Warfare,                  3, 1,  Dem, Stl,         0, 0    ; Gue
Machine Warfare,            5, -2,  Mas, U1,  0, 0    ;Gun
Horseback Riding,                       3,-1,  Env, Inv,     0, 0    ; Hor
Feudalism,                   4, -1,  RR, Ldr, 0, 0    ; Ind
Animal Domestication,                 2, 0,  nil, nil,          0, 1    ; Inv
Natural Healing,              1, 1,  PT, nil,         0, 3    ; Iro
Iron Working,            2,-1,  Bro,  nil,      0, 4    ; Lab
Military Training,         4, -2, Feu ,  Wri,  0, 0    ; Las
Leadership,                     5,-2,  Las, Ast,       0, 0    ; Ldr
Literature,                    2, 2,  Phi, nil,       0, 3    ; Lit
Amphibious Warfare,                4,-2,  Sea, Las,    0, 0    ; Too
Civil Security,               4, 1,  MT, Med,     0, 2    ; Mag
Map Making,                  2,-1,  Csc, nil,      0, 3    ; Map
Assault Troops,              3, -2,  Lit, Whe,   0, 0    ; Mas
Jewelry,                       3, 0,  PT, nil,        0, 4    ; MP
Mathematics,                   2,-1,  Cst, Alp,     0, 3    ; Mat
Medicine,                      3, 1,  FP, Alp,      0, 3    ; Med
Metric System,            3, 2,  Mat, Min,    0, 3    ; Met
Improved Wheel,                    3, -2,  Cor, Whe,  0, 0    ; Min
Civil Rights,              3, 1, Rep, Lit,      0, 2    ; Mob
Monarchy,                     3, 1,  CoL, Alp,     0, 2    ; Mon
Monotheism,                    2, 1,  Pot, Phi,    0, 2    ; MT
Grain Storage,                2, 0,  Eco, E1,   0, 1    ; Mys
Navigation,                    5,-1,  Wri, Map,  0, 1    ; Nav
Economics,                      3, 0,  Cur, Mys,  0, 1    ; NF
Acid,                          5, -2,  Rad,  SE,  0, 0    ; NP
Philosophy,                     1, 2,  Wri, Ref,     0, 2    ; Phi
Trade,                   4, 1,  Inv, AFl,      0, 1    ; Phy
Adv. Construction,              2, 1,  Med, Bri,     0, 4    ; Pla
Military Tactics,            2, -1,  Ind,  Dem, 0, 0    ; Plu  
Politheism,                    2, 0,  AFl,Cer,     0, 2    ; PT
Ceremonial Burial,                        1, 1,  PT, Aut,        0, 2    ; Pot
Primitive Flight,               5,-1,  Eng, Stl,       0, 0    ; Rad
Improved Roads,                    5, 0,    Tra, Bri,     0, 1    ; RR
Damerus City Planing,          3, 1,  Pla, Met,      0, 2    ; Rec
Gardening,                    1, 0,  FP, Iro,      0, 4    ; Ref
Farming,                     4, 1,  San,  Ref,   0, 1    ; Rfg
The Republic,                  4, 1,  Phi, Gen,    0, 2    ; Rep
Archery,                      2,-2,  War, Cor,     0, 0    ; Rob
Idealism,                        1,1, Phi, MP,      0, 2    ; Roc
Sanitation,                 1, 2,  Eng, Med,    0, 2    ; San
Seafaring,                       3, 1,  Nav, nil,        0, 1    ; Sea
Glass,                        3, 1,  Phy, nil,       0, 4    ; SFl
Chemistry,                  1, 2,  Dem, Mob,  0, 3    ; Sth
Steam Engine,                 1,-1,  E2, SFl,    0, 4    ; SE
Colonization,                  3,-1,  Ldr,  Fun,      0, 0    ; Stl
Organized Armies,         5, -2,  Cmn, Stl,    0, 0    ; Sup
Armed Forces,               5,-2,  RR, Sup,     0, 0    ; Tac
Masive Exploration,            5, -1,  Tac,  Gue,    0, 0    ; The
Greek Fire,                  4, -2,  SE, Mag , 0, 0    ; ToG
Calendars,                   1, 2,  Alp, Ast, 0, 3    ; Tra
Solar Heating,                    1, 1,  E2,  U1, 0,4    ; Uni
Warrior Code,                2,-2,  Lab, nil,      0, 0    ; War
The Wheel,                      4,-1,  Eco, nil,      0, 4    ; Whe
Writing,                     5, 2,  Alp, AFl,       0, 3    ; Wri
Future Technology,             1, 0,  U3,  The,      3, 3    ; ...
Gear System,               2, 0,  Met,  Sth,  0, 4    ; U1
Magnetism,               3, 1,  Nav,  Phy,  0, 3    ; U2
Propelers,               4, 0,  U1,  Rad,  0, 4    ; 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,    Cst,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Mys,
Temple,                   4,  1,    Cer,
MarketPlace,              8,  1,    AFl,
Library,                  8,  1,    Alp,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Cst,
Aqueduct,                 8,  2,    FP,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT,
University,               16, 3,    Lit,
Public Transport,             16, 4,    Rec,
Colosseum,                10, 4,    Cst,
Factory,                  18, 4,    Pla,
Blacksmith,               32, 6,    NF,
Acid Bomb Alarm,           20, 4,    NP,
Cleaning Place,           20, 2,    SE,
Mill,                     16, 4,    E2,
Water Mill,               24, 4,    Rec,
Alchemist Center,            16, 2,    NP,
Big Market,               16, 4,    NF,
Sewer System,             12, 2,    San,
Supplies Market,               8, 3,    Rfg,
Superhighways,            20, 5,    RR,
Research Place,           16, 3,    Sth,
Air Defenses,             10, 2,    Fli,
Coastal Fortress,          8, 1,    Too,
Solar Heating,              32, 4,    Uni,
Harbor,                   6,  1,    Sea,
Offshore Platform,        12, 3,    Bri,
Airport,                  16, 3,    Rad,
Police Station,           6,  2,    Mag,
Port Facility,            7,  3,    Sea,
SS Structure,             8,  0,    Rad,
SS Component,             16, 0,    Fli,
SS Module,                32, 0,    E2,
(Capitalization),         60, 0,    NF,
Pyramids,                 20, 0,    Cer,
Hanging Gardens,          20, 0,    Ref,
Colossus,                 20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Alp,
Oracle,                   30, 0,    Pot,
Great Wall,               30, 0,    Cst,
Sun Tzu's War Academy,    30, 0,    Feu,
Ramses II Crusade,        30, 0,    Las,
Marco Polo's Embassy,     30, 0,    Gen,
Platon's College,         40, 0,    Roc,
Aristarco's Observatory,  30, 0,    Ast,
Ptolomeus Expedition,     40, 0,    Nav,
Fidias Museum,            30, 0,    Cmp,
Engineers Workshop,      40, 0,    Mat,
Great Temple,             40, 0,    MT,
Aristotles College,   40, 0,    Gen,
Great Trade Route,        40, 0,    NF,
Herodotus Voyage,         40, 0,    RR,
Statue of Zeus,           40, 0,    Rep,
Babel Tower,              30, 0,    Rec,
Acropolis,                60, 0,    Dem,
Great Dam,               60, 0,    Rec,
Hades Proyect,            60, 0,    NP,
Ancient Council,          60, 0,    E2,
Olympus Program,          60, 0,    Rad,
Atenea's Gift,            60, 0,    E2,
Cure for Scarlet Fever,          60, 0,    Stl,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
Rfg,        ; Hanging Gardens
Pla,        ; Colossus
U2,         ; Lighthouse
Dem,        ; Great Library
MT,         ; Oracle
Gun,        ; Great Wall
nil,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade (Ramsess C.)
Esp,        ; Marco Polo's Embassy
nil,        ; Magellan (Ptolomeus E.)
Fun,        ; Michelangelo (Platon C)
E2,        ; Copernicus (Aristarco)
nil,        ; Shakespeare (Fidias M.)
U3,         ; Da Vinci's Workshop 
Cmn,        ; Bach (Great Temple)
U1,        ; Newton (Aristotles College)
nil,        ; Smith's Trading Co. (G. Trade Route)
The,        ; Darwin (Herodotus)
nil,        ; Statue of Liberty (Zeus)
nil,        ; Eiffel Tower (Babil T.)
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage (Acropolis)
nil,        ; Manhattan Project (Hades P.)
nil,        ; United Nations (Ancient C.)
nil,        ; Apollo (Olympus P.)
nil,        ; SETI (Ateneas Gift)
nil,        ; Cure for Scarlet 


;
;    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,     Eng,   0,   1.,0,  0a,1d,  1h,1f,  4,0,  5, nil,   000000000000000
Engineers,    nil,   0,  2.,0,  0a,2d,  1h,1f,  4,0,  5, Eng, 000000000000000
Militia,        Las,  0, 1.,0,  1a,1d,  1h,1f,  1,0,  1, nil,     000000000000000
Phalanx,       Las, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro,   000000000000000
Archers,       Rob, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1,Cor,   000000000000000
Legion,        Feu,  0,   1.,0,  5a,1d,  1h,1f,  4,0,  0, CoL, 000000000000000
Light Pikemen,      Tac, 0,  1.,0,  2a,3d,  1h,2f,  3,0,  1, Las,  000010000000000
Invaders,      Gue, 0,  1.,0,  6a,2d,  1h,2f,  5,0,  0, Too,  000000000000100
Fanatics,     nil,    0,   1.,0,  5a,2d,  2h,2f,  2,0,  1, Fun,  000100000000000
Heavy Pikemen,Tac, 0,  1.,0,  3a,4d,  1h,2f,  4,0,  1, Ldr,  000000000000000
Ninja,             Stl, 0,   1.,0,  5a,2d,  1h,1f,  4,0,  0, Feu,  000000000000000
Light Inf.,       Tac, 0,     1.,0,  4a,2d,  1h,2f,  2,0, 1, Mas,000001000000000
Peon,             nil, 0,     1.,0,  4a,5d,  2h,1f,  5,0,  1,Tac,  000000000000000
Centurion,      Tac, 0,  1.,0,  6a,3d,  2h,2f,  5,0,  0, Plu,  000000000000000
Rider,            Hor, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Inv,   000000000000000
Horsemen,     War, 0,  2.,0,  3a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
Chariot,         Min,  0,  2.,0,  4a,1d,  1h,1f,  3,0,  0, Whe, 000000000000001
Elephant,       Ind,  0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, PT,  000010000000001
Crusaders,    nil, 0,  2.,0,  6a,4d,  2h,2f,  6,0,  0, Ind,  000000000000001
Knights,           nil, 0,  3.,0,  7a,3d,  2h,2f,  5,0,  0, Chi, 000000000000001
Templates,     nil, 0,  4.,0,  8a,3d,  2h,2f,  6,0,  0, Cmn, 000000000000001
Assault Tower,Gun, 0,  1.,0,  7a,2d,  2h,1f,  6,0,  0, Mas, 000000000000001
Heavy Inf.,        nil, 0,  2.,0, 7a,4d,  2h,2f,  6,0,  0, Tac, 000000000000001
Catapult,     Mas, 0,  1.,0,  6a,1d,  1h,1f,  5,0,  0, Mat, 000000000000000
Heavy Chariot, Ind, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, Min, 000000000000001
High Archer,     Stl, 0,  1.,0, 4a,2d,  1h,1f,  4,0,  0, Rob, 000000000000000
Devastator,     nil, 0,  2.,0, 10a,2d,  2h,3f,  7,0,  0, Gun, 000000001000001
Paladin,        nil, 0, 1.,0,  6a,3d,  2h,2f,  4,0,  1, Sup, 000001000000000
Sword Rider,   Chi, 0,  2.,0, 4a,1d,  1h,1f, 4,0,  0, War, 000000000000001
Delta Warrior,   nil, 0,  1.,0, 7a,3d,  2h,2f, 6,0,  0, Rad,  000001100000001
Mounted Fanatic,nil,0, 2.,0,7a,2d,1h,1f,4,0,0,Sup,000100000000000
Battleship   ,nil,2, 8.,0,10a,4d,3h,2f,15,0,2,Tac,100000000000001
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,3,  4, Map, 000000000100000
Sail,           Sea, 2,  4.,0,  2a,1d,  2h,1f,  4,4,  4, Nav, 000000000000001
Galleon,      Cur, 2,  4.,0,  0a,3d,  2h,1f,  4,5,  4, Sea, 000000000000001
Frigate,      nil,  2,  5.,0,  5a,2d,  2h,1f,  5,1,  2, U2, 000000000000001
Dakkar,     U2,  2,  5.,0,  3a,2d,  2h,1f,  4,1,  2, Sea,  000000000000000
Transport,    nil, 2,  6.,0,  0a,4d,  1h,1f,  5,8,  4, Cur,  000000000000001
Cruiser,      Gue, 2,  5.,0,  5a,2d,  2h,1f,  7,0,  2, Ldr, 000000000000001
Shark,        nil, 2,  5.,0,  6a,3d,  2h,2f, 10,0,  2, Gue, 010000000000001
Carrier,     nil, 2,  4.,0, 1a,6d, 2h,2f, 13,0,  2, Stl, 000000010000001
Dromon,  nil, 2, 7.,0, 7a,3d,  2h,2f, 9,2,  2, ToG, 000000000001001
Hovercraft,  nil, 1,  7.,3,  9a,5d,  3h,2f, 12,0,  3, Fli, 100000000010001
Assasin,  nil, 0,  1.,0,  7a,0d,  3h,2f,  7,0,  0, Esp, 001000000000000
Greek Fire,   nil, 1, 14.,1,  12a,1d,  4h,2f,  10,0,  3, ToG, 000010000010001
Acid Bomb,   nil, 1, 16.,1, 99a,0d,  3h,1f, 16,0,  0, NP, 001000000000000
Diplomat,     Esp, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, Alp, 000000000000010
Spy,          nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000010
Caravan,      nil, 0,  3.,0,  0a,2d,  1h,1f,  5,0,  7, NF, 000000000000010
Merchant,      NF, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Phy, 000000000000010
Explorer,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000011
Samurai,    Plu, 0,  1.,0,  6a,2d,  2h,2f,  5,0,  0, Stl,  000000000000000
Anc. Marines,   nil, 0,  2.,0,  7a,3d,  2h,1f,  7,0,  0, Gue,  000000000000100
AirShip,      nil, 1,  7.,2,  8a,4d,  2h,2f, 13,0,  3, Rad,  000000000000001
;
; 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
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, 1,   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,  1,1,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,2,0,   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,  1,0,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,1,
Buffalo,    1,2,  1,3,1,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,1,2,
Oil,        1,2,  0,4,2,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,1,4,
Iron,       3,6,  0,4,1,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Warrior Style
;
;   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,
Tarquin,    Latona,           0, 3, 1, Etruscs,     Etruscan,      1, -1,  1,     
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Pacal, Pacala,                     0, 5, 2, Mayas,   Mayan,   -1,  0,  1,     
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,
Asurnasirpal, Ninive,           1, 1, 3, Assyrians,    Assyrian,     1,  1, -1,    
Shaka,        Shakala,             0, 3, 0, Zulus,       Zulu,        1,  0,  0,
David,    Golda Meir,            0, 3, 1, Israelis,      Israeli,      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
Saladin,    Jazmin,                 1,6, 1, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Atawalpa,     Pacha Mama,           0, 2, 3, Incas,   Inca,    1, 0, 1,     
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Tokugawa,     Amaterasu,           0, 4, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     1,  0,  -1,     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

Moai,    ...,     0, 5, Polinesians, Polinesian,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Charles,  ...,     0, 1, Francs,       Franc,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Slaves,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Animals,


@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





