;
;   CIVILIZATION GAME DATA --  THE GREAT GAME
;   Copyright (c) 1995 by MicroProse Software
;   Changes made 1998 by Michael J. Daumen
;
;   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
12      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
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
;
@CIVILIZE
Tech Seed,          0, 0,  no,  no,  3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Pedia Tech,         0, 0,  AFl, nil, 2, 3    ; Ato
Russian Cities A,   0, 0,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Christianity,       0, 0,  Ato, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
NOT Russian Troops, 0, 0,  no,  no,  3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
NOT Islamic Troops, 0, 0,  no,  no,  2, 2    ; Cmn
NOT English Troops, 0, 0,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1
Russian Cities B,   0, 0,  no,  no,  3, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
NOT Turkish Troops, 0, 0,  no,  no,  3, 2    ; Env
NOT European Troops,0, 0,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Capture Gartok,     0, 0,  no,  no,  2, 4    ; Fli 30
MODIFY Fun,     3,-2,  no,  no, 2, 2    ; Fun
NOT Turcoman Troops,0, 0,  no,  no,  3, 3    ; FP
NOT Mountain Troops,0, 0,  no,  no,  3, 3    ; Gen
Resistance,  4, 1,  nil, nil, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
NOT Persian/Turkish,0, 0,  no,  no,  3, 2    ; Lab
NOT Mtn/Turcoman,   0, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  X6,  Cor, 3, 4    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
NOT Turc/Afghan,    0, 0,  no,  no,  3, 4    ; Min
NOT Mideast Troops, 0, 0,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Islam,              0, 0,  Ato, nil, 1, 2    ; MT
Emancipation,       0, 0,  no,  no,  0, 2    ; Mys 56
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no, no,  3, 3    ; NF
Steam Engine,       0, 0,  Phy, Inv, 2, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
NOT Persian Troops, 0, 0,  no,  no,  3, 4    ; Pla
Capture Lhasa,      0, 0,  no,  no,  1, 4    ; Plu 63
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
NO Rad,             5,-1,  no, no,  3, 4    ; Rad
Railroad,           6, 0,  NP, Bri,  2, 1    ; RR
Capture Kabul,      0, 0,  no,  no,  3, 2    ; Rec 68
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
MODIFY Rfg,         3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           0, 0,  no, no,  3, 0    ; Rob 
Rocketry,           6,-2,  no, no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no, no, 3, 3    ; SFl
Stealth,            3,-2,  no, no, 3, 0    ; Sth
NO SE,              4,-1,  no, no, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  no, no, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Shi'a Doctrine,     0, 0,  Ato, nil, 1, 2    ; The
Theory of Gravity,  4, 0,  no, no, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
Rifled Barrels,     3, 0,  Met, Phy, 0, 0    ; U1
Breech Loading,     3, 0,  Gun, Che, 0, 0    ; U2
Armor Plating,      3, 0,  NP,  Met, 0, 0    ; U3
Steam Turbine,      3, 0,  U3,  E1,  0, 0    ; X1
Revolving Barrels,  3, 0,  U2,  U1,  0, 0    ; X2
Steam Navy,         3, 0,  U3,  U2,  0, 0    ; X3
Oil-Fired Engines,  3, 0,  X3,  Ref, 0, 0    ; X4
Explosive Shells,   3, 0,  X3,  Exp, 0, 0    ; X5
Automobile,         3, 0,  Cmb, Stl, 0, 0    ; X6
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Ato,
Cossack Outpost,           4, 0,    Ato,
Granary,                   6, 1,    Pot,
Cathedral,                12, 1,    nil,
Market,                    8, 1,    Cur,
X,                         8, 1,    no,
Courthouse,                8, 1,    nil,
City Walls,                8, 0,    nil,
Aqueduct,                  8, 0,    Cst,
Cotton Mill,              12, 2,    Ato,
Mosque,                   12, 1,    MT, 
X,                        16, 3,    no,
Mass Transit,             16, 4,    no, 
Shrine,                   12, 0,    Ato,
Factory,                  10, 2,    Ind,
Steel Mill,               15, 3,    Stl, 
X,                        20, 4,    no, 
X,                        20, 2,    no, 
X,                        16, 4,    no,
X,                        24, 4,    no, 
X,                        16, 2,    no, 
Bazaar,                    8, 1,    Ato,
Sewer System,             12, 1,    San,
X,                         8, 3,    no, 
Caravanserai,              8, 1,    Ato,
X,                        16, 3,    no, 
X,                        10, 2,    no, 
Seawall,                   8, 0,    Met,
X,                        32, 4,    no, 
Harbor,                    6, 1,    Sea,
Coaling Station,          10, 3,    X3, 
X,                        16, 3,    no, 
X,                         6, 2,    no,
Port Facility,             8, 3,    Ato,
X,                         8, 0,    no, 
X,                        16, 0,    no, 
X,                        32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    no,
New Temple,               20, 0,    nil,
Hagia Sophia,             20, 0,    nil,
Grand Harbor,             20, 0,    nil,
Registan Square,          30, 0,    nil,
Sioni Cathedral,          30, 0,    nil,
Mount Kailas,             30, 0,    nil,
Bala Hissar,              30, 0,    nil,
Begh-e-Melli Gate,        30, 0,    nil,
Marco Polo's Embassy,     20, 0,    no,
Potola Palace,            40, 0,    nil, 
Lomonosov's University,   30, 0,    nil,
Magellan's Expedition,    40, 0,    no,
Jewel of Empire,          30, 0,    nil,
Leonardo's Workshop,      40, 0,    no,
Kalyan Minaret,           40, 0,    nil,
Isaac Newton's College,   40, 0,    no,
Adam Smith's Trading Co., 40, 0,    no,
Atasgah Temple,           40, 0,    nil, 
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no, 
Taj Mahal,                60, 0,    nil,
St. Vasily's Cathedral,   60, 0,    nil, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no,
Eribuni Castle,           60, 0,    nil, 
Passage to India,         60, 0,    nil, 
Imam Rezi's Shrine,       60, 0,    nil, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Alp,        ; Great Library
nil,        ; Oracle
Fli,        ; Great Wall
Rec,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
Plu,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
nil,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
Alp,        ; Apollo Program
nil,        ; SETI Program
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
Engineers,    Esp, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, nil, 000000000000000
Sappers,      nil, 0,  1.,0,  7a,1d,  1h,3f,  4,0,  0, Exp, 001000001000010
Footsoldiers, Cmn, 0,  1.,0,  2a,3d,  1h,1f,  3,0,  1, nil, 000000000000000
Serf Infantry,CA,  0,  1.,0,  3a,3d,  1h,1f,  3,0,  1, nil, 000000000000000
Regular Army, Esp, 0,  1.,0,  3a,3d,  2h,2f,  4,0,  1, nil, 000000000000000
Sepoys,       nil, 0,  1.,0,  2a,3d,  2h,1f,  3,0,  1, Ato, 000000000000000
Hillmen,      Gen, 0,  1.,0,  4a,3d,  1h,1f,  3,0,  0, nil, 000011000000010
Native Infantry,nil,0, 1.,0,  4a,3d,  2h,2f,  3,0,  1, Ato, 000000000000010
Arabs,        nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Ato, 000100000000010
Partisans,    nil, 0,  1.,0,  2a,3d,  2h,1f,  5,0,  1, Ato, 000001000000010
Turcomans,    FP,  0,  1.,0,  5a,2d,  1h,2f,  3,0,  0, nil, 000000000000000
Ghazis,       Env, 0,  1.,0,  5a,1d,  2h,1f,  4,0,  0, nil, 001000000000000
Marines,      Cmp, 0,  1.,0,  4a,2d,  2h,2f,  5,0,  0, Amp, 000000000000100
Lancers,      Mob, 0,  1.,0,  1a,4d,  2h,1f,  5,0,  1, nil, 000010000000000
Janissaries,  Env, 0,  1.,0,  5a,2d,  2h,2f,  5,0,  0, nil, 000000000000000
Raiders,      Las, 0,  2.,0,  9a,1d,  1h,2f,  4,0,  0, nil, 001000001000010
Spahis,       Lab, 0,  2.,0,  7a,3d,  2h,1f,  4,0,  0, nil, 000000000000000
Cossacks,     CA,  0,  2.,0,  8a,1d,  2h,1f,  4,0,  0, Ato, 000000000000000
Bedouins,     nil, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, Ato, 000001000000010
Hussars,      Esp, 0,  2.,0,  7a,3d,  2h,1f,  5,0,  0, nil, 000000000000000
Horsemen,     Min, 0,  2.,0,  7a,3d,  2h,1f,  5,0,  0, nil, 000000000000000
Cavalry,      Esp, 0,  2.,0,  9a,3d,  2h,2f,  6,0,  0, Ldr, 000000000000000
Gatling Gun,  nil, 0,  1.,0,  1a,4d,  1h,2f,  5,0,  1, X2,  000010000000000
Cannon,       U1,  0,  1.,0, 10a,1d,  1h,2f,  5,0,  0, Met, 000000000000000
Artillery,    nil, 0,  1.,0, 12a,2d,  2h,3f,  6,0,  0, U1,  000000000000000
Mountain Gun, nil, 0,  1.,0,  9a,3d,  2h,2f,  6,0,  0, Tac, 000001000000000
Seige Gun,    nil, 0,  1.,0,  9a,3d,  2h,3f,  8,0,  0, Too, 000000001000000
X,            nil, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000000000
X,            nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000000
X,            nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  000000000000000
X,            nil, 1, 14.,1,  0a,1d,  2h,2f,  8,0,  3, no,  000000000000001
X,            nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000000
Ferry,        NP,  2,  3.,0,  0a,3d,  1h,1f,  3,2,  4, nil, 100000000100000
Clipper,      SE,  2,  3.,0,  0a,4d,  1h,1f,  4,3,  4, Nav, 100000000000000
Steamer,      nil, 2,  4.,0,  0a,5d,  2h,1f,  4,4,  4, SE,  100000000000000
Gunboat,      U3,  2,  3.,0,  5a,3d,  1h,1f,  4,0,  2, U1,  100000000100000
Frigate,      X1,  2,  4.,0,  4a,2d,  1h,1f,  4,0,  2, Nav, 100000000001000
Ironclad,     X3,  2,  4.,0,  6a,4d,  2h,1f,  5,0,  2, U3,  100000000000000
Destroyer,    nil, 2,  6.,0,  7a,5d,  2h,1f,  6,0,  2, X1,  100000000001000
Cruiser,      nil, 2,  5.,0,  8a,6d,  2h,2f,  8,0,  2, X3,  100000000001000
Dreadnought,  nil, 2,  5.,0, 10a,8d,  3h,2f, 10,0,  2, X4,  100000000001000
Battleship,   nil, 2,  4.,0, 12a,10d, 3h,2f, 12,0,  2, X5,  100000000000000
Coastal Defense,nil,2, 0.,0,  1a,6d,  1h,1f,  4,0,  1, Ato, 100000000000000
Naval Guns,   nil, 1,  1.,1,  8a,2d,  1h,2f,  5,0,  3, Ato, 100000000001000
X,            nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  000000000000000
X,            nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  000000000000000
Agent,        Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, nil, 000001000000010
X,            nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Caravan,      Cmn, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
Merchant,     Esp, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
X,            nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Settlers,     Cmn, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
German Troops,nil, 0,  1.,0,  3a,4d,  2h,1f,  5,0,  1, Ato, 000000000000000
French Troops,nil, 0,  1.,0,  4a,3d,  2h,1f,  5,0,  1, Ato, 000000000000000
Highlanders,  nil, 0,  1.,0,  5a,2d,  2h,1f,  5,0,  0, Ato, 000001000000000
Palace Guard, Pla, 0,  1.,0,  1a,4d,  2h,1f,  4,0,  1, nil, 000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Fortress,     nil, 0,  0.,0,  0a,4d,  2h,1f,  4,0,  1, Ato, 000000000000000
Mountain Peaks,nil,1,  0.,1,  0a,1d,  1h,1f,  1,0,  1, Ato, 000000000000000
City,         nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

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


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;

@TERRAIN
Desert,     2,2,  0,1,0,   yes, 1, 5, 1,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  2,1,0,   yes, 1, 5, 1,   no,  0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 2, 5, 1,   no,  0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   no,  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,  4,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  1,  Hil,   ; Mou
Plateau,    1,2,  1,1,0,   yes, 1, 5, 1,   yes, 1,10,  3,  Pln,   ; Tun
Steppe,     1,2,  1,0,0,   yes, 1, 5, 0,   no,  1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Pln, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Dunes,      3,3,  0,0,0,   no,  0,15, 6,   yes, 1,20,  3,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  Swa,   ; Oce
Oasis,      2,2,  3,1,0,
Cotton,     1,2,  2,2,3,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Coal,       2,4,  1,3,1,
Gold,       4,6,  0,1,5,
Poppies,    1,2,  1,1,4,
Pasture,    1,2,  1,1,4,
Salt,       2,3,  1,2,2,
Quicksand,  4,1,  0,0,0,
Fish,       1,2,  3,1,2,
Oil,        2,2,  0,4,0,
Wheat,      1,2,  4,1,1,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Goats,      2,4,  3,0,2,
Iron,       4,6,  0,4,2,
Groves,     1,2,  3,1,1,
Spring,     1,2,  3,0,0,
Spice,      2,3,  2,0,4,
Oasis,      3,3,  3,0,0,
Pearls,     1,2,  1,0,4,


@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Khanate,        Khan,        Queen
Empire,         Tsar,        Tsarina
Kingdom,        King,        Queen
Empire,         King,        Queen
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     3, Tsar, Tsarina
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 0, Germans,     German,      1, -1,  1,     3, Sultan, Sultana
Ramesses,     Cleopatra,           1, 4, 2, Egyptians,   Egyptian,    0,  0,  1,     
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,   -1,  0,  1,     3, Shah, Queen
Albert,       Victoria,            1, 6, 0, Greeks,      Greek,       0,  1, -1,     
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     
Lenin,        Catherine the Great, 1, 1, 1, Russians,    Russian,     1,  0, -1,     3, Tsar, Tsarina, 
Shaka,        Shakala,             0, 2, 1, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,      1,  1,  1,     3, Sultan, Sultana
Montezuma,    Nazca,               0, 4, 2, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 0, Chinese,     Chinese,     0,  0,  1,     3, Shah, Queen
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     0,  1,  0,     
Genghis Khan, Bortei,              0, 7, 2, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 1, Celts,       Celtic,     -1,  1,  0,     3, Tsar, Tsarina     
Tokugawa,     Amaterasu,           0, 2, 1, Japanese,    Japanese,    1, -1, -1,     
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,      1,  1,  0,     3, Sultan, Sultana
Philip II,    Isabella,            1, 4, 2, Spanish,     Spanish,    -1,  1, -1,     
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     3, Shah, Shah,
Hannibal,     Dido,                0, 6, 0, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 2, Sioux,       Sioux,       0,  0,  0,     

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



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


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













