;
;   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.
;
;   modified by Li-Te Cheng 1996, for "First Contact"
;   scenario (CIV II vs. MOO)

;
;   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)
1       ; # of food each citizen eats per turn (colonies are efficient)
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)  (hard to support colonists)
3       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
12      ; Riot factor based on # cities (colonists are harder to control)
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
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; 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)
5       ; 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
;
;                  Ai Mod  pr1  pr2  ep cat
@CIVILIZE
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Xenoarchaeology,    5, 1,  Pot, Ban, 3, 3    ; Alp
Amphibious Warfare, 3,-2,  no,  no,  3, 0    ; Amp
Xenoastronomy,      2, 1,  Map, SFl, 3, 3    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Education System,   4, 1,  Cur, Cmp, 1, 3    ; Ban
Detailed Geo Survey,4, 0,  SFl, nil, 2, 4    ; Bri
Colonial Agrimgmt., 6,-1,  Cur, Pot, 0, 4    ; Bro
Colonial Currency,  5, 0,  Cur, nil, 2, 1    ; Cer
Electronic Currency,5,-1,  Cer, Nav, 3, 1    ; Che
Chivalry,           4,-2,  no,  no,  1, 0    ; Chi
Galactic Protocol,  4, 1,  The, Phi, 3, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  nil, nil, 2, 2    ; Cmn
VR Simulators,      4, 1,  nil, nil, 2, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Forcefield Security,4, 0,  Mas, Mag, 2, 4    ; Cst
Nanomedicine,       4, 0,  E1,  no,  3, 3    ; Cor
Colonial Mgmt.,     4, 1,  nil, nil, 2, 2    ; Cur
Democracy,          5, 1,  nil, nil, 1, 2    ; Dem
Xenoeconomics,      4, 1,  Tra, MT,  3, 1    ; Eco
Nanotechnology,     4, 0,  Mag, nil, 3, 4    ; E1
Particle Circuitry, 4, 1,  E1,  Uni, 3, 4    ; E2
Xenocryptography,   4, 0,  Mas, Wri, 3, 4    ; Eng
Xenoecology,        3, 1,  Pot, Cur, 3, 3    ; Env
Xenoespionage,      2,-1,  Mys, Eng, 3, 0    ; Esp
Mobile AI,          5, 0,  Rob, E2,  3, 4    ; Exp
Feudalism,          4,-1,  no,  no,  0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  nil, nil, 2, 2    ; Fun
Cold Fusion Theory, 3, 0,  Mat, no,  2, 3    ; FP
Xenogenetics,       3, 2,  Med, Cor, 3, 3    ; Gen
Beastback Warfare,  4, 1,  PT,  no,  2, 0    ; Gue
Pulsed Plasma,      8,-2,  FP,  no,  3, 0    ; Gun
Beastback Riding,   4,-1,  Pot, nil, 1, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
Plasma Waveguide,   4, 0,  Gun, E2,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Xenopsychology,     5, 2,  Wri, Med, 3, 3    ; Lit
Cybernetics,        4,-2,  Gen, Rob, 3, 4    ; Too
Field Projectors,   4,-1,  FP,  nil, 3, 3    ; Mag
Telecommunications, 6,-1,  nil, nil, 2, 1    ; Map
Security Systems,   4, 1,  nil, nil, 2, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP
Hypergeometry,      4,-1,  Alp, Cmp, 3, 3    ; Mat
Xenobiology,        4, 0,  San, Bro, 3, 1    ; Med
Beast Robotics,     6,-2,  Rob, Gue, 3, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
FTL Communications, 5, 1,  Uni, Phy, 3, 2    ; MT
Xenosociology,      4, 0,  Lit, nil, 3, 2    ; Mys
Global InfoSystem,  6,-1,  Map, SFl, 2, 1    ; Nav
Appd. Cold Fusion,  6,-2,  FP,  E1,  3, 3    ; NF
Superfusion,        3, 0,  NF,  Uni, 3, 3    ; NP
Xenophilosophy,     6, 1,  Mys, nil, 3, 2    ; Phi
Xenoastrophysics,   4,-1,  Ast, Wri, 3, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Beast Genetics,     4, 0,  Whe, Gen, 3, 2    ; PT
Planetary Survey,   4, 1,  nil, nil, 2, 3    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Transtube,          6, 0,  Bri, nil, 3, 1    ; RR
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
XenoAgriculture,    3, 1,  Gen, Uni, 3, 1    ; Rfg
The Republic,       5, 1,  nil, nil, 2, 2    ; Rep
Advanced AI,        5,-2,  E1,  Uni, 3, 0    ; Rob
Power Rocketry,     6,-2,  Rob, Gun, 3, 0    ; Roc
Biofilters,         4, 2,  nil, nil, 2, 1    ; San
Advanced Seafaring, 4, 1,  Map, SFl, 0, 1    ; Sea
Remote Sensing,     4, 1,  Pot, nil, 2, 3    ; SFl
Sensor Jammer,      3,-2,  ToG, Las, 3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Beastunit Tactics,  6,-1,  Too, Gue, 3, 0    ; Tac
Superholography,    3, 2,  MT,  ToG, 3, 2    ; The
Spacefold Theory,   4, 0,  Phy, nil, 3, 3    ; ToG
Xenotrading,        4, 2,  Che, Lit, 3, 1    ; Tra
XenoEngineering,    5, 1,  Mat, Phi, 3, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
Beasthandling,      4,-1,  Hor, Pot, 2, 4    ; Whe
Xenolinguistics,    4, 2,  Alp, Map, 3, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; ...
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Headquarters,             10, 0,    Cur,
Barracks,                 4,  1,    nil,
Food Silo,                6,  1,    Bro,
Counseling Center,        4,  1,    Cur,
Commercial District,      8,  1,    Cer,
University,               8,  1,    Ban,
Courthouse,               8,  1,    nil,
Security Perimeter,       8,  0,    Mas,
Hydro Farm,               8,  2,    Med,
Interstellar Bank,        12, 3,    Eco,
Homeworld Spacelink,      12, 3,    MT,
Xenoarchaelogical Dig,    16, 3,    Alp,
Local Transtube Service,  16, 4,    RR, 
VR Amusement Center,      10, 4,    Cmp,
Manufacturing Plant,      20, 4,    nil,
Industrial Park,          32, 6,    Rob,
SDI Defense,              20, 4,    SFl,
Ecomanagement Program,    20, 2,    Env,
Nuclear Plant,            16, 4,    Bri,
Fusion Plant,             24, 4,    NF,
Power Complex,            16, 2,    NP,
Entertainment Complex,    16, 4,    Cer,
Sewer System,             12, 2,    San,
Hydroponic Farm,           8, 3,    Rfg,
Autotransport System,     20, 5,    E2, 
Xenoresearch Institute,   16, 3,    Uni,
SuperMissile Defence,     10, 2,    Roc,
Coastal Fortress,          8, 1,    Sea,
Solar Plant,              32, 4,    nil,
Harbor,                    6, 1,    nil,
Offshore Platform,        16, 3,    Nav,
Spaceport,                16, 3,    Map,
Security Center,          6,  2,    Mas,
Port Facility,            8,  3,    Sea,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    nil,
Sakkra Genetics Program,  20, 0,    nil,
Medicare Program,         30, 0,    Med,
Human Board of Commerce,  20, 0,    nil,
Sea Beacon,               30, 0,    Map,
Darlok Spy Network,       30, 0,    nil,
Propaganda Program,       30, 0,    Cur,
Forcefield Defence Grid,  60, 0,    Cst,
Bulrathi Training Ground, 30, 0,    nil,
Orion Superfactory,       30, 0,    Uni,
Diplomatic Corps,         30, 0,    Lit,
Mass Media Network,       40, 0,    Nav,
Orion Excavation Site,    30, 0,    Alp,
Advanced Shipyards,       40, 0,    Nav,
Galactic Literature,      30, 0,    Wri,
Klackon Work Ethic,       40, 0,    nil,
HoloVision Network,       40, 0,    The,
Orion Databank,           40, 0,    ToG,
Interstellar Trade Link,  40, 0,    Tra,
Orion Artifact,           40, 0,    Mys,
Self-Government Approval, 40, 0,    Dem,
Galactic Justice Board,   40, 0,    SE,
Alien Tolerance Society,  60, 0,    Phi,
Meklar Power Complex,     60, 0,    nil,
SuperFusion Project,      60, 0,    NP,
Galactic High Council,    80, 0,    CoL,
Spy Satellite Network,    60, 0,    SFl,
Psilon UniMind,           60, 0,    nil,
Universal Vaccine,        60, 0,    Gen,

;
; 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
;
;                                                           samfhapcwtfsazv
;                                                           piiuolaaariumoi
;             obs dom mv rng att def  hp fp cst hd role prq orsnrprrligbpns
@UNITS
Colonists,    nil, 0,  1.,0,  0a,2d,  1h,1f,  4,0,  5, nil, 000001000000000
Engineers,    nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  5, Pot, 000000000000000
PlasmaTroops, nil, 0,  1.,0,  7a,5d,  2h,1f,  5,0,  1, Gun, 000000100000000
PlasmaMarines,nil, 0,  1.,0,  9a,5d,  2h,2f,  8,0,  0, Gun, 000000000000100
PlasmaGunners,nil, 0,  1.,0,  6a,5d,  2h,1f,  6,0,  1, Gun, 000010000000000
Plasma Arm.,  nil, 0,  3.,0, 12a,5d,  3h,1f, 12,0,  0, Gun, 000000000000000
Laser Tank,   nil, 0,  2.,0, 12a,5d,  3h,2f, 14,0,  0, Las, 000010000000000
MechDefender, nil, 0,  1.,0, 10a,6d,  4h,2f, 16,0,  1, Too, 000010000000000
Fanatics,     nil, 0,  2.,0,  3a,3d,  2h,1f,  1,0,  1, Fun, 000100000000000
Colonials,    nil, 0,  1.,0,  3a,4d,  2h,1f,  2,0,  1, nil, 000001000000010
Rangers,      nil, 0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Pot, 000001000000000
Riflemen,     Gun, 0,  1.,0,  5a,4d,  2h,1f,  3,0,  1, nil, 000000000000000
Marines,      Gun, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, nil, 000000000000100
Paratroopers, Gun, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, Map, 000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  7,0,  1, Bri, 000000000000000
BeastScout,    PT, 0,  4.,0,  5a,3d,  2h,1f,  3,0,  0, Hor, 000001000000001
BeastRider,    PT, 0,  3.,0,  6a,4d,  2h,1f,  4,0,  0, Whe, 000001000000000
BeastWarrior, nil, 0,  4.,0,  7a,5d,  2h,1f,  5,0,  0, PT,  000001000000001
BeastMarine,  nil, 0,  3.,0,  8a,6d,  2h,1f,  6,0,  0, Gue, 000001000000000
BeastBot,     Exp, 0,  2.,0,  8a,6d,  3h,2f,  7,0,  0, Met, 000001000000000
BeastAI,      Tac, 0,  2.,0,  9a,6d,  3h,2f,  8,0,  0, Exp, 000001000000000
BeastMech,    nil, 0,  2.,0, 10a,6d,  3h,2f,  9,0,  0, Tac, 000001000000000
Armor,        Gun, 0,  3.,0, 10a,5d,  3h,1f, 10,0,  0, Bri, 000000000000000
Plasma Cannon,Las, 0,  1.,0, 15a,2d,  3h,3f, 14,0,  0, Gun, 000000000000000
Laser Cannon, nil, 0,  1.,0, 16a,2d,  3h,3f, 16,0,  0, Las, 000000000000000
Howitzer,     Rob, 0,  2.,0, 12a,2d,  3h,2f,  8,0,  0, Bri, 000000001000000
AI Howitzer,  nil, 0,  2.,0, 14a,2d,  3h,2f, 10,0,  0, Roc, 000000001000000
Jet Fighter,  Sth, 1, 14.,1,  8a,4d,  2h,2f, 10,0,  3, Bri, 000000000010001
Jet Bomber,   Sth, 1, 12.,2, 14a,5d,  2h,2f, 18,0,  0, Bri, 000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 12,0,  0, Bri, 100000000000001
Shadow Ftr.,  nil, 1, 15.,3,  8a,4d,  3h,2f,  8,0,  3, Sth, 000000000011001
Shadow Bmbr., nil, 1, 13.,4, 14a,5d,  3h,2f, 16,0,  0, Sth, 000000000001001
Destroyer II, nil, 2,  6.,0,  5a,6d,  3h,2f, 10,0,  2, Gun, 100000000000001
Cruiser II,   nil, 2,  5.,0,  7a,8d,  3h,2f, 12,0,  2, Gun, 100000000000001
AEGIS II,     nil, 2,  5.,0,  9a,9d,  4h,2f, 14,0,  2, Rob, 110000000000001
Battleship II,nil, 2,  4.,0, 14a,14d, 5h,2f, 20,0,  2, Las, 000000000000001
Submarine II, nil, 2,  3.,0, 12a,4d,  3h,2f, 10,0,  2, SE,  000000000001001
Destroyer,    Gun, 2,  6.,0,  4a,4d,  3h,1f,  8,0,  2, Map, 100000000000001
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f, 10,0,  2, Map, 100000000000001
AEGIS Cruiser,Gun, 2,  5.,0,  8a,8d,  3h,2f, 12,0,  2, Map, 110000000000001
Battleship,   Gun, 2,  4.,0, 12a,12d, 4h,2f, 18,0,  2, Map, 000000000000001
Submarine,    Gun, 2,  3.,0, 10a,2d,  3h,2f,  8,0,  2, Map, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 18,0,  2, Map, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Map, 000000000000000
AI Missile,   nil, 1, 12.,1, 18a,0d,  2h,5f, 12,0,  0, Roc, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  2h,4f, 25,0,  0, NP,  001000000000000
Diplomat,     Esp, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,          nil, 0,  4.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Freight,      Eco, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Cargo Carrier,nil, 0,  3.,0,  0a,2d,  2h,1f,  5,0,  7, Eco, 000000000000010
Scout,        Hor, 0,  2.,0,  1a,3d,  1h,1f,  3,0,  0, nil, 000001000000010
Force Field,  nil, 0,  0.,0,  0a,9d,  9h,1f, 30,0,  1, Cst, 010010000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000

;
; 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
;
; food is improved somewhat for places because global warming tends
; to turn everything to swamps and thus it's really tough to get
; moving otherwise.

@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,  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,  4,1,0,
FurBeast,   1,2,  2,3,0,
Grassland,  1,2,  2,1,0,
TreeBird,   2,3,  2,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  2,1,0,
Moonbone,   2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  4,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,1,0,
Starsilk,   2,3,  1,2,3,
Synthale,   2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  2,0,4,
Fruit,      2,3,  4,0,1,
Leviathan,  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 = 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
;
;                                fem col sty                         at  ex  civ   gov                     gov
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Terran,       Terrana,             0, 5, 1, Humans,      Human,      -1,  0,  1,     3, Commander, Commander, 5, Speaker, Speaker
IG-8872,      PNY-2000,            1, 6, 1, Meklars,     Meklar,      0, -1,  0,     6, Master Unit, Master Unit, 6, Master Unit, Master Unit
Mentar,       Psylocke,            0, 7, 2, Psilons,     Psilon,     -1, -1,  1,     2, Thoughtmaster, Thoughtmaster, 2, Thoughtmistress, Thoughtmistress
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Daggair,      Lokstar,             0, 2, 2, Darloks,     Darlok,      1,  1,  1,     3, Grandmaster, Grandmaster, 3, Grandmistress, Grandmistress
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Wakan,        Akawa,               0, 4, 0, Klackons,    Klackon,     0, -1, -1,     1, Constructor, Constructor, 1, Constructor, Constructor
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,
Sothar,       Saatha,              1, 1, 0, Sakkra,      Sakkra,      0,  1,  0,     4, High Priest, High Priest, 4, High Priestess, High Priestess
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Barahul,      Bunahthri,           1, 3, 0, Bulrathi,    Bulrathi,    1,  1, -1,     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
SurvivalGoods,
Metals,   
Moonstones,
Machinery,
Software,
Robots,  
Synthale,
Fashionwear,
Entertainment,
StarSilk,
Stims,
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 Spaceport,    E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













