;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   STONEHENGE Modpack Release 2.1 
;   Authored by Frederic Meunie
;
;   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
2       ; 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 <= Sovereignty)
2       ; Settlers eat (govt >= Community)
7       ; City size for first unhappiness at Chieftain level
12      ; Riot factor based on # cities (higher factor lessens the effect)
7       ; Water Supply needed to exceed this size
12      ; Team Spirit needed to exceed this size
5       ; Tech paradigm (higher # slows research)
10      ; Base time for engineers to transform terrain (x2)
3       ; Sovereignty  pays support for all units past this
10      ; Community pays support for all units past this
0       ; Voodoo Devotion pays support for all units past this
0       ; Community is equivalent of this palace distance.
30      ; Voodoo Devotion loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
9       ; Max effective science rate in Voodoo Devotion (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
Wood,               5, 2,  nil, nil, 0, 2    ; AFl
Fire,               5, 1,  AFl, nil, 0, 2    ; Alp
Torch,              3, 0,  Alp, nil, 0, 4    ; Amp
Copper,             4, 2,  Amp, nil, 0, 4    ; Ast
Bronze,             4, 2,  Ast, nil, 0, 4    ; Ato
Tree Pruning,       5, 1,  Ato, nil, 1, 1    ; Aut
Cavern,             4, 1,  Amp, nil, 0, 2    ; Ban
Boating,            4, 1,  E1,  nil, 1, 1    ; Bri
Barter,             4, 2,  Whe, Ast, 0, 2    ; Bro
Cooking,            3, 0,  Rad, Csc, 3, 2    ; Cer
Aggressiveness,     5,-2,  nil, nil, 0, 0    ; Che
Body Building,      4,-1,  Che, nil, 0, 0    ; Chi
Close Combat,       4,-2,  Che, nil, 0, 0    ; CoL
Skill,              5, 0,  CoL, Ldr, 0, 4    ; CA
Orientation,        5,-1,  Mob, Chi, 1, 0    ; Cmb
Community,          3,-2,  Pot, nil, 1, 2    ; Cmn
Direction,          4, 0,  PT,  CoL, 1, 0    ; Cmp
Pottery,            3, 2,  CA,  Roc, 1, 4    ; Csc
Construction,       4, 0,  Cmp, Mon, 1, 4    ; Cst
Rafting,            4, 0,  AFl, nil, 0, 1    ; Cor
Fishing,            4, 1,  Cor, SFl, 0, 1    ; Cur
Humanity,           8, 2,  ToG, Sup, 3, 2    ; Dem
Fishing Net,        4, 1,  Cur, nil, 0, 1    ; Eco
Canoe,              4, 0,  Eco, Cor, 1, 1    ; E1
Know-how,           6, 0,  Tra,  PT, 3, 4    ; E2
Oaring,             3, 0,  Bri, Wri, 1, 1    ; Eng
Galley,             4,-1,  Bri, Eng, 1, 0    ; Env
Espionage,          2,-1,  MT,  Wri, 3, 0    ; Esp
Trireme,            5,-1,  Env, Aut, 1, 0    ; Exp
Drakkar,            5,-1,  Exp, Mag, 2, 0    ; Feu
Sky Observation,    3, 1,  Feu, Mys, 2, 3    ; Fli
Voodoo,             5,-2,  Nav, Tac, 3, 0    ; Fun
Surplus,            3, 0,  Pot, Ban, 1, 1    ; FP
Trapping,           3, 0,  Cst, Cmp, 1, 4    ; Gen
Hunting,            4,-1,  Gen, SFl, 1, 2    ; Gue
Capture,            4,-1,  Gue, Cmb, 1, 2    ; Gun
Horseback Riding,   4, 1,  Ind, Lit, 3, 4    ; Hor
Domestication,      4, 0,  Gun, Las, 2, 4    ; Ind
Honnor Code,        6, 0,  Hor, Dem, 3, 4    ; Inv
Killing,            4,-2,  Gue, nil, 1, 2    ; Iro
Leathery,           4, 0,  Iro, nil, 1, 2    ; Lab
Enclosure,          4, 0,  Cst, Aut, 2, 2    ; Las
Design,             4, 1,  Ref, nil, 0, 3    ; Ldr
Property,           5, 1,  Rfg, Gun, 2, 2    ; Lit
Weaving,            4, 0,  Rfg, Eco, 2, 4    ; Too
Sail,               5,-1,  Too, Lab, 2, 1    ; Mag
Drawing,            5, 1,  Ref, nil, 0, 3    ; Map
Sculpture,          4, 1,  Mat, Ldr, 0, 3    ; Mas
Navigation,         5,-1,  Mag, Uni, 3, 0    ; MP
Carved Stone,       4, 1,  nil, nil, 0, 3    ; Mat
Flint,              4,-1,  Mat, nil, 0, 3    ; Med
Engraving,          3, 2,  Med, nil, 0, 4    ; Met
Counting,           4, 1,  Met,  RR, 0, 3    ; Min
Notion of Time,     6, 0,  Min, Bro, 1, 3    ; Mob
Sovereignty,        5, 1,  Ato, Mas, 0, 2    ; Mon
Camouflage,         5,-1,  Cmb,  E2, 2, 0    ; MT
The Fear of Death,  4, 2,  Mob, Sth, 1, 2    ; Mys
Witchcraft,         5, 1,  Mys, Phy, 2, 3    ; Nav
Medicinal Plants,   4, 2,  Nav, Cer, 3, 3    ; NF
Sailing Boat,       5,-2,  Feu,  MP, 3, 1    ; NP
Story,              7, 1,  Met, nil, 1, 3    ; Phi
Legend,             4, 0,  Phi, Gun, 1, 3    ; Phy
Knowledge Handover, 8, 1,  Phy,  E2, 2, 3    ; Pla
Culture,            6, 2,  Pla, Rec, 3, 3    ; Plu
Language,           5, 1,  Phi, Rob, 1, 3    ; PT
Warehousing,        4, 1,  Csc, Ban, 1, 1    ; Pot
Tribe,              5,-2,  Cmp, Cmn, 2, 2    ; Rad
Business Flair,     5, 0,  Bro, nil, 0, 2    ; RR
Gastronomy,         2, 1,  Cer, Dem, 3, 3    ; Rec
Charcoal,           5, 0,  nil, nil, 0, 3    ; Ref
Livestock Farming,  4, 1,  Las,  RR, 2, 4    ; Rfg
Doctrine,           5, 1,  San, Phi, 2, 3    ; Rep
Understanding,      5, 0,  Map, nil, 1, 4    ; Rob
Artistic Sense,     4, 2,  Map, Mas, 1, 4    ; Roc
Mind Rising,        5, 2,  Roc, nil, 2, 4    ; San
The Family,         6, 1,  Whe, nil, 1, 2    ; Sea
Spearing,           4,-2,  Med, Alp, 0, 0    ; SFl
Ceremonial Burial,  3, 1,  Tac, Sea, 3, 2    ; Sth
Monolithic System,  4, 0,  Sth, Chi, 3, 4    ; SE
Well,               4, 1,   SE, Lit, 3, 4    ; Stl
Religion,           4, 2,  Rep, Mon, 3, 2    ; Sup
Mysticism,          4, 1,  Rep, Inv, 3, 2    ; Tac
Laugh,              3, 2,  San, Sea, 2, 2    ; The
Sense of Humor,     4, 2,  The, Rob, 3, 2    ; ToG
Thought,            4, 1,  ToG, Fli, 3, 3    ; Tra
Invention,          5, 1,  Tra, Pla, 3, 4    ; Uni
Reasoning,          6, 0,  Uni, Plu, 3, 4    ; War
The Homeplace,      4, 0,  Ban, Rad, 0, 2    ; Whe
Swimming,           5,-2,  Cur, nil, 0, 0    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
Radar,              3, 0,  no,  no,  0, 0    ; U1
Skippering,         3, 1,  no,  no,  2, 1    ; U2
Armor Design,       8,-2,  no,  no,  3, 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,
Throne,                   10, 0,    Ban,
Combat Areas,             4,  1,    nil,
Granary,                  6,  1,    Pot,
Altar,                    4,  1,    San,
BarterPlace,              8,  1,    Bro,
Engraved Annals,          8,  1,    Phi,
Cour Authority,           8,  1,    Rad,
Barricade,                8,  0,    Las,
Water Supply,             8,  2,    Cst,
Treasure,                 12, 3,    FP,
Temple,                   12, 3,    Sup,
Training Method,          16, 3,    Pla,
Garbage Burning,          16, 4,    Cer,
Solarium,                 10, 4,    Cst,
Polished Bone,            20, 4,    Lab,
Tool Equipment,           32, 6,    E2,
Sorcery,                  20, 4,    Nav,
Wasting Control,          20, 2,    Sea,
Horse Power,              16, 4,    Hor,
Irrigation,               24, 4,    Stl,
Bio Plant,                16, 2,    NF,
Value Chart,              16, 4,    Lab,
Team Spirit,              12, 2,    Cmn,
Farm,                      8, 3,    Rfg,
Cobblestone,              20, 5,    SE,
Brain Storming,           16, 3,    Uni,
Repulsive Smoke,          10, 2,    MT,
Sea Wall,                  8, 1,    Eng,
Solar Plant,              32, 4,    Fli,
Harbor,                   6,  1,    Bri,
Keep Net,                 16, 3,    Bri,
Birdcage,                 16, 3,    Too,
Fight Memorial,           6,  2,    Sth,
Port Facility,            8,  3,    MP,
SS Structural,            8,  0,    SE,
SS Component,             16, 0,    MP,
SS Module,                32, 0,    Inv,
(Capitalization),         60, 0,    Lit,
Catacombs,                20, 0,    Ban,
Garden,                   20, 0,    Csc,
Mammoth Statue,           20, 0,    Ato,
Sky Observatory,          20, 0,    Exp,
Sign Language,            30, 0,    Phi,
Dolmen,                   30, 0,    Mat,
Avebury Circles,          30, 0,    Mon,
War Academy,              30, 0,    CoL,
Slash&Burn Cultivation,   30, 0,    Amp,
Homo Sapiens Embassy,     20, 0,    PT,
Caves of Lascaux,         40, 0,    Met,
Hourglass,                30, 0,    Mob,
The Helm,                 40, 0,    Env,
Game of Jacks,            30, 0,    Whe,
Do It Yourself Attitude,  40, 0,    Csc,
Flower Arrangement,       40, 0,    Sea,
Thunder Observation,      40, 0,    Alp,
Trading Agreement,        40, 0,    Bro,
The First Walk,           40, 0,    Dem,
Totem,                    40, 0,    Rad,
Humor Anthology,          30, 0,    ToG,
Water Mill,               60, 0,    Uni,
The Suffrage,             60, 0,    Iro,
The Powder,               60, 0,    Nav,
Dove of Peace,            60, 0,    Inv,
Stonehenge,               60, 0,    SE,
The Intelligence,         60, 0,    War,
Experiencing the Cure,    60, 0,    NF,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Multi-Storage
Lit,        ; Hanging Gardens
Esp,        ; The Eiffel Tower
MP,         ; Electronic Observatory
MT,         ; Universal Library
Csc,        ; Oracle
Gue,        ; Lunar Diplomacy Act
Rad,        ; Jedi's War Academy
Rfg,        ; The 69' First Step
Iro,        ; The E.T.'s Embassy
nil,        ; Appollo Program
nil,        ; Michelangelo
nil,        ; Universe Observatory
nil,        ; Dracula's Castle
Lit,        ; Global Robotisation
nil,        ; Bach
nil,        ; Einstein's University
nil,        ; Smith's Trading Co.
nil,        ; Tunnel under the Channel
nil,        ; Statue of Liberty
nil,        ; The Infinite Tower
nil,        ; Solar Satelites Belt
nil,        ; Cyborg's Suffrage
nil,        ; Cyborg Statue
nil,        ; United Nations
nil,        ; Red Planet Program
nil,        ; Internet Protocol
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 Voodoo Devotion (Stormtroopers)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Workers,       RR, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Settlers,     nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, RR,  000000000000000
Citizen,      Cmp, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Club Holder,  Cmp, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, Mat, 000000000000000
TorchPiker,   Las, 0,  1.,0,  4a,2d,  1h,1f,  3,0,  1, Ato, 000000000000000
Soldier,      nil, 0,  1.,0,  6a,4d,  2h,1f,  5,0,  1, Env, 000000000000100
Spearmen,     Gue, 0,  1.,0,  3a,1d,  1h,1f,  2,0,  1, SFl, 000010000000000
Velociraptor, Hor, 0,  3.,0,  8a,3d,  2h,1f,  5,0,  1, Gen, 000000000000000
Stegausorus,  Ind, 0,  2.,0,  6a,2d,  3h,2f,  5,0,  0, Cer, 010100000000000
Torchmen,     Env, 0,  1.,0,  2a,4d,  2h,1f,  3,0,  1, E1,  000000000000000
Axe Defender, nil, 0,  1.,0,  5a,4d,  2h,1f,  5,0,  1, Gue, 000010000000000
Axemen,       Gue, 0,  1.,0,  3a,2d,  1h,1f,  4,0,  1, Med, 000000000000000
Microceratops,Cst, 0,  3.,0,  4a,1d,  2h,1f,  4,0,  0, Wri, 000000000000000
Bat,          nil, 1, 10.,0,  5a,2d,  2h,1f,  5,0,  3, Mys, 000000100000000
Allosaurus,   nil, 0,  3.,0,  6a,3d,  3h,1f,  4,0,  0, Lab, 000000000000000
Brachiosaurus,Gue, 0,  2.,0,  5a,2d,  2h,1f,  4,0,  1, Las, 000000001000001
Triceratops,  nil, 0,  2.,0,  6a,6d,  3h,1f,  5,0,  1, Ind, 000000000000000
Grizzly,      nil, 0,  2.,0,  8a,4d,  3h,2f,  7,0,  0, Gun, 000001000000000
Argentinausor,nil, 0,  2.,0,  7a,4d,  2h,1f,  5,0,  0, Lab, 000000000000001
Apatausaurus, Lab, 0,  2.,0,  5a,3d,  2h,2f,  5,0,  0, Cmn, 000000000000001
Archers,      Lab, 0,  1.,0,  7a,2d,  2h,1f,  5,0,  0, Aut, 000000000000000
ArrowLauncher,nil, 0,  3.,0, 14a,2d,  3h,2f,  9,0,  0, Uni, 000000001000000
Double B-Ram, Cmb, 0,  1.,0, 10a,1d,  2h,2f,  6,0,  0, Cmp, 000000000000000
Parasauroloph,Iro, 0,  3.,0,  2a,3d,  2h,1f,  3,0,  1, Mon, 000000000000000
Mobile B-Ram, Uni, 0,  3.,0, 10a,2d,  3h,2f,  8,0,  0, Cmb, 000000000000000
Battering Ram,Cmb, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Chi, 000000000000000
Drift Net,    nil, 2,  1.,0,  0a,6d,  3h,2f,  6,0,  2, Eco, 000000000000000
Pteranodon,   Mag, 1, 10.,1,  6a,3d,  2h,2f,  6,0,  3, Cmb, 000000000010001
Quetzalcoatl,  NP, 1,  8.,2, 10a,2d,  2h,2f, 10,0,  0, Cmb, 000000000010001
Skull Breaker,nil, 0,  1.,0,  6a,3d,  2h,1f,  4,0,  0, Cst, 000000000000000
Goose,        nil, 1, 14.,1,  8a,2d,  2h,2f,  8,0,  0, Mag, 000000000000001
Condor,       nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  3, MP,  000000000010001
Raft,         Bri, 2,  3.,0,  0a,1d,  1h,1f,  2,2,  4, Cor, 000000000100000
Canoe,        Env, 2,  3.,0,  1a,1d,  1h,1f,  3,3,  4, E1,  000000000100000
Galley,       Feu, 2,  4.,0,  2a,2d,  2h,1f,  4,0,  2, Env, 000000000000001
Boat,          NP, 2,  5.,0,  0a,2d,  2h,1f,  4,4,  4, Bri, 000000000000001
Trireme,      nil, 2,  5.,0,  6a,3d,  3h,1f,  5,0,  2, Exp, 100000000000001
SailingGalley,nil, 2,  5.,0,  4a,2d,  3h,1f,  5,4,  4, Env, 000000000000001
Drakkar,      nil, 2,  6.,0, 10a,6d,  4h,2f, 10,0,  2, Feu, 110000000000001
Sailboat,     nil, 2,  6.,0,  6a,4d,  3h,2f,  6,6,  4, NP,  000000000000001
Spiky Screen, nil, 0,  0.,0,  0a,8d,  3h,2f,  8,0,  1, MT,  000010000000000
Crocodile,    nil, 2,  6.,0, 10a,3d,  3h,2f, 10,0,  2, Esp, 000000000001001
LightedScreen,nil, 0,  0.,0,  0a,12d, 4h,2f, 10,0,  1, Pla, 010010000000000
Rowing Barge, nil, 2,  5.,0,  3a,4d,  4h,3f,  8,8,  4, Exp, 000000010000001
Jinx,         nil, 1, 10.,1, 18a,0d,  1h,3f,  6,0,  0, Nav, 001000000000000
Powder Sticks,nil, 1, 14.,0, 99a,0d,  1h,1f, 12,0,  0, Fun, 001000001000000
Emissary,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Phi, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Merchant,     Lit, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Pot, 000000000000010
Trader,       nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Lit, 000000000000010
Rabbit,       nil, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  0, Ban, 000001000000010
Horsemen,     nil, 0,  3.,0,  8a,3d,  2h,3f,  6,0,  0, Hor, 000000000000000
T-Rex,        nil, 0,  3.,0,  9a,4d,  3h,1f,  7,0,  0, Iro, 000000000000000
WhipLady,     nil, 0,  2.,0,  8a,2d,  2h,2f,  6,0,  0, Whe, 000000000010010

;
; 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 Legend Hero
;        2 Sovereignty
;        3 Community
;        4 Voodoo Devotion
;        5 Doctrine
;        6 Humanity
;
@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,  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,  0,1,6,
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,  4,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       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,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Legend Hero,    Hero,        Heroine
Sovereignty,    King,        Queen
Community,      Comrade,     Comrade
Voodoo Devotion,High Priest, High Priestess 
Doctrine,       Consul,      Consul
Humanity,       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 = Dolmens
;           1 = Monoliths
;           2 = Shelters
;           3 = Huts
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Humanity)
;
;   male, female = titles for leader of government
;
@LEADERS
Fatman,       Fatlady,             0, 3, 1, Fatties,     Fatty,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Smile,        Smile,               0, 6, 0, Smilies,     Smily,      -1, -1,  1,
Roadrunner,   Roadrunner,          0, 7, 3, Runners,     Runner,      1,  0,  0,     1, Kaiser, Kaiserina, 2, Great Kaiser, Great Kaiserina, 6, Chancellor, Chancellor
Gentle,       Gentleness,          1, 1, 0, Gentles,     Gentle,      0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Adam,         Eve,                 0, 4, 1, HomoSapiens, HomoSapiens,-1,  0,  1,     4, General, General, 5, Speaker, Speaker
Happy,        Happy,               1, 3, 1, Happiest,    Happy,       0,  1, -1,     6, Prime Minister, Prime Minister
StoryReader,  StoryReader,         0, 2, 2, Readers,     Reader,     -1, -1,  0,     2, Maharaja, Maharaja,
Johnny,       Johanna,             0, 4, 3, Walkers,     Walker,      1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
HuntMan,      Miss Hunt,           0, 1, 0, Hunters,     Hunter,      1,  0,  0,
Sleeper,      Sleeper,             0, 5, 3, Sleepers,    Sleeper,     1,  1,  1,     4, Marshall, Marshall, 6, Premier, Premier
Deepswimmer,  Deepswimmer,         0, 5, 0, Swimmers,    Swimmer,     0, -1,  1,
MeatEater,    MeatEater,           0, 2, 2, Eaters,      Eater,       0,  0,  1,     3, Chairman, Chairperson
Observer,     Observer,            1, 7, 3, Observers,   Observer,    0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Jolly Jumper, Jolly Jumper,        0, 6, 0, Jumpers,     Jumper,      1,  1, -1,
Engraver,     Engraver,            1, 4, 0, Engravers,   Engraver,   -1,  1,  0,     1, Druid, Druid
Shouter,      Shouter,             0, 2, 2, Shouters,    Shouter,     1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
NightLover,   NightLover,          1, 6, 3, Lovers,      Lover,       1,  1,  0,     1, Warlord, Warlord
TannedSkin,   TannedSkin,          1, 1, 3, Tanned,      Tanned,     -1,  1, -1,     4, Generalisimo, Generalisimo
Drinker,      Drinker,             0, 7, 0, Drinkers,    Drinker,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
TallMan,      TallLady,            0, 3, 1, Tallones,    Tallone,     0,  0, -1,
MrStupid,     MissStupid,          0, 5, 0, Stupids,     Stupid,     -1,  1,  1,     

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,
Bones,
Salt,
Coal,
Ropes,
Medicinal Plants,
Fruits,
Vegetables,
Engraved Teeth,
Spice,
Gems,
Needles,
Flints,
Pottery,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Barricade,    F
Build Link,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build BirdCage,     A
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













