;
;   CIVILIZATION GAME DATA- MONGOLS SCENARIO, VER. 3.0
;   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.
;

;
;   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)
3       ; # of food each citizen eats per turn
50      ; # 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)
7       ; City size for first unhappiness at Chieftain level
24      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
20      ; 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
20      ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
5       ; 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
Safe Roadways,      6, 1,  Fli, Amp, 1, 4    ; AFl   Advanced Flight
Mamlukes,           5, 1,  no,  no,  0, 3    ; Alp  1
Gunpowder,          8,-2,  Plu, Iro, 1, 0    ; Amp
Astronomy,          4, 1,  Cer, Mat, 1, 3    ; Ast
Hinduism,           4, 0,  Cer, Rad, 1, 2    ; Ato   Atomic Theory
Asian Architecture, 1, 2,  Rad, nil, 3, 3    ; Aut   Automobile
Banking,            4, 1,  Tra, MP,  1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Non-Islam Tech,     6,-1,  no,  no,  0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          4,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Rad, 1, 0    ; Chi
Exploration,        1, 1,  Rad, nil, 0, 2    ; CoL  12  
Horse Armor,        6,-2,  U2,  nil, 3, 3    ; CA    Combined Arms
Mamlukes,           4,-2,  Rad, nil, 1, 0    ; Cmb   Combustion
**Empire**,         5, 0,  no,  no,  3, 3    ; Cmn
Indian Secrets,     4, 1,  no,  no,  3, 3    ; Cmp   Computers
Seige Expertise,    7,-1,  Ldr, Met, 1, 0    ; Csc   Conscription
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Rec, Eco, 1, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur  20
Chinese Secrets,    3, 0,  no,  no,  3, 3    ; Dem
Economics,          6, 2,  Uni, Ban, 1, 1    ; Eco
Islamic Devotion,   3, 0,  Ref, Eco, 1, 2    ; E1   Electricity
Chinese Wisdom,     3, 0,  nil, Rad, 1, 3    ; E2   Electronics
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Metal Casting,      6, 0,  Met, Che, 1, 0    ; Env   Environmentalism
Espionage,          3,-1,  Lit, MP,  1, 0    ; Esp
Fireworks,          5, 1,  Amp, Che, 1, 4    ; Exp   Explosives
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Postal System,      6,-1,  U2,  Lit, 1, 4    ; Fli  Flight
Mongol Secrets,     0,-2,  no,  no,  3, 3    ; Fun
free spot,          3, 0,  no,  no,  3, 3    ; FP   Fusion Power
Camel Training,     3,-2,  Rad, nil, 3, 3    ; Gen
Guerrilla Warfare,  8, 0,  Mys, nil, 1, 0    ; Gue
Peasantry,          8,-2,  nil, nil, 1, 0    ; Gun
The Stirrup,        4,-1,  nil, nil, 0, 0    ; Hor
Islamic Architecture,1,0,  Rad, nil, 3, 3    ; Ind   Industrialization
Mongol Appearance,  1, 0,  Rad, nil, 3, 3    ; Inv   Invention
Iron Working,       5,-1,  nil, War, 0, 4    ; Iro
Ballistics,         7,-1,  Mat, nil, 1, 0    ; Lab   Labor Union  40
Mining and Sapping, 6,-1,  Eng, Cst, 1, 0    ; Las   The Laser
Crossbow,           5,-1,  Chi, Eng, 1, 0    ; Ldr   Leadership
Literacy,           5, 2,  Wri, nil, 0, 3    ; Lit
Capitol Relocation, 0,-2,  Rad, nil, 3, 3    ; Too   Machine Tools   44
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Seafaring,          6,-1,  nil, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Paper Money,        5, 0,  Plu, Stl, 1, 1    ; MP    Mass Production
Seige Weaponry,     4,-1,  nil, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Amp, Uni, 1, 0    ; Met   
free spot,          4, 1,  no,  no,  3, 3    ; Min   Miniaturization   ???????
Death of Mangu,     8,-1,  no,  no,  1, 0    ; Mob   Mobile Warfare  53
Monarchy,           5, 1,  Cer, nil, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, Cer, 1, 2    ; MT
Popular Support,    4, 0,  MT,  Eco, 0, 2    ; Mys
Navigation,         6,-1,  Map, Ast, 1, 1    ; Nav
Buddhism,           6, 0,  Ato, MT,  1, 2    ; NF   Nuclear Fission
The Compass,        3, 0,  Mag, nil, 1, 3    ; NP  
Philosophy,         6, 1,  Cer, Lit, 1, 2    ; Phi  60
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Islamic Secrets,    4, 1,  no,  no,  3, 3    ; Pla  Plastics
Invention,          6, 0,  Eng, Lit, 1, 4    ; Plu 
Death of Ogadai,    4, 0,  no,  no,  0, 2    ; PT  Polytheism  64
Hydraulics,         4, 1,  nil, nil, 0, 1    ; Pot
Unreachable Tech,   5,-1,  nil, RR,  1, 4    ; Rad   Radio
Unreachable Tech 1, 6, 0,  no,  no,  2, 1    ; RR
Guilds,             4, 1,  Eco, Env, 1, 1    ; Rec   Recycling
Islam,              3, 0,  Che, The, 1, 2    ; Ref   Refining
Intensive Agriculture,5,1, Pot, San, 1, 1    ; Rfg   Refrigeration
Christian Secrets,  4, 1,  no,  no,  3, 3    ; Rep
Printing,           5,-2,  Uni, Stl, 3, 3    ; Rob   Robotics
Early Cannon,       5,-1,  SE,  Env, 1, 4    ; Roc   Rocketry
Sanitation,         4, 2,  Med, Eng, 1, 1    ; San
Cannon,             4, 1,  Roc, nil, 0, 1    ; Sea
Seige Countermeasures,6,0, Cst, Eng, 1, 0    ; SFl   Space Flight
Islamic Unity,      3,-2,  Rad, nil, 1, 0    ; Sth   Stealth    77
Explosives,         4,-1,  Exp, E2,  1, 4    ; SE    Steam Engine
Paper,              4,-1,  Lit, E2,  3, 3    ; Stl   Steel
Non-Christian Tech, 5, 1,  no,  no,  1, 4    ; Sup   Superconductor  80
Compound Bow,       6,-1,  War, U2,  1, 0    ; Tac   Tactics
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Naval Warfare,      4, 0,  NP,  Nav, 3, 3    ; ToG
Trade,              4, 2,  Cur, nil, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
Non-arid lands,     4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Sea, Env, 3, 3    ; ...  89
Guns,               7,-1,  Lab, Roc, 1, 0    ; U1
Equestrian Mastery, 5, 0,  Hor, Tra, 1, 0    ; U2
Imperial Majesty,   5, 0,  Fli, Sup, 1, 1    ; U3
Counterweight Lure, 3, 0,  Mat, nil, 0, 0    ; X1
City Defence,       3, 0,  SFl, nil, 0, 0    ; X2
Non-China Tech,     3, 0,  no,  no,  0, 0    ; X3
Death of Genghis,   3, 0,  no,  no,  0, 0    ; X4    96
Kaifeng Conquered,  3, 0,  no,  no,  0, 0    ; X5    97
Hangzhou Conquered, 3, 0,  no,  no,  0, 0    ; X6    98
Rome Conquered,     3, 0,  no,  no,  0, 0    ; X7    99
;
; 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,                   20, 0,    Too,   ;
Barracks,                 8,  0,    nil,
Granary,                  12, 1,    nil,
Temple,                   6,  0,    Cer,
Bazaar,                   16, 1,    Cur,   ; Marketplace
Library,                  16, 1,    Lit,
Post House,               6,  0,    Fli,   ; Courthouse
City Walls,               16, 0,    Mas,
Aqueduct,                 16, 2,    Cst,
Monastery,                20, 0,    The,   ; Bank
Pagoda,                   24, 2,    NF,    ; Cathedral
University,               32, 3,    Uni,
Mass Transit,             16, 4,    no,
Mosque,                   20, 2,    Ref,   ; Colosseum
Mill,                     20, 2,    Pot,   ; AFl
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Manufacturing Center,     24, 4,    Rec,
Nuclear Plant,            16, 2,    no,
Bank,                     24, 2,    Ban,   ; Stock Exchange
Sewer System,             24, 2,    San,
Intensive Irrigation,     12, 1,    Rfg,   ; Supermarket
Caravanserai,             20, 1,    AFl,   ; Superhighways
Printing House,           16, 3,    Rob,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,         16, 1,    ToG,  
Solar Plant,              32, 4,    no,
Harbor,                   12, 1,    Map,
Seaport,                  16, 3,    NP,    ;
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Shipyards,                16, 2,    Nav,   ; Port Facility
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Luxury Goods),           60, 0,    nil,   ; Capitalization
Grand Canal,              40, 0,    E2,    ; Pyramids
Dome of the Rock,         40, 0,    E1,    ; Hanging Gardens
Control of Silk Route,    40, 0,    Tra,   ; Colossus
Gardens of West Lake,     40, 0,    E2,    ; Lighthouse
Church of Holy Sepulchure,40, 0,    MT,    ; Great Library
Potola Palace,            40, 0,    NF,    ; Oracle
Great Wall,               40, 0,    E2,
Yasa Code,                30, 0,    War,   ; Sun Tzu
Saladin's Citadel,        40, 0,    E1,    ; King Richard's Crusade
Marco Polo's Embassy,     30, 0,    CoL,   ;
The Vatican,              40, 0,    MT,    ; Michelangelo's Chapel
Academy of Wisdom,        40, 0,    Ast,   ; Copernicus' Observatory
Mahabharata,              40, 0,    nil,   ; Magellan's Expedition
Qutab Minar,              60, 0,    NF,    ; Shakespeare's Theatre
Forbidden City,           40, 0,    U3,    ; Leonardo's Workshop
Stupa of the Wild Goose,  30, 0,    NF,    ; J. S. Bach's Cathedral 
Al-Koran,                 50, 0,    Ref,   ; Isaac Newton's College
Confucius Temple,         50, 0,    The,   ; Adam Smith's Trading Co.
Teachings of Buddha,      50, 0,    MT,    ; Darwin's Voyage
Pagan Pagodas,            50, 0,    Ato,   ; Statue of Liberty
Angkor Wat,               40, 0,    Cer,   ; Eiffel Tower
Somnath Temple,           60, 0,    The,   ; Women's Sufferage
Pyramids,                 60, 0,    Mas,   ; Hoover Dam
Hagia Sophia,             60, 0,    The,   ; Manhattan Project
Mogao Caves,              60, 0,    The,   ; UN
Travels of Ibn Battuta,   60, 0,    Sth,   ; Apollo Program
Temple of Heaven,         60, 0,    U3,    ; SETI Program
Ka'aba,                   50, 0,    Ref,   ; Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
X6,         ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
MT,         ; Great Library
Mob,        ; Oracle
X5,         ; Great Wall
X4,         ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
X7,         ; Michelangelo
nil,        ; Copernicus
MT,         ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
MT,         ; Statue of Liberty
nil,        ; Eiffel Tower
MT,         ; Women's Suffrage
MT,         ; Hoover Dam
MT,         ; Manhattan Project
MT,         ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,      Dem, 0,  1.,0,  0a,1d,  1h,1f, 10,0,  5, Gun, 000000000000011
Pikemen,       U1,  0,  1.,0,  1a,2d,  1h,1f,  3,0,  1, Rep, 000010000000010
Peasants,      nil, 0,  1.,0,  0a,2d,  1h,1f,  8,0,  5, Dem, 000000000000010
China Pikemen, U1,  0,  1.,0,  1a,2d,  2h,1f,  3,0,  1, Dem, 000010000000010
Indian Pikemen,U1,  0,  1.,0,  1a,2d,  3h,1f,  3,0,  1, Cmp, 000010000000010
Mongol Infantry,U1, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, Fun, 000010000000010
Infantry,      nil, 0,  1.,0,  6a,3d,  1h,1f,  4,0,  1, Rep, 000000000000010
Lancers,       U1,  0,  1.,0,  1a,2d,  2h,1f,  3,0,  1, Pla, 000010000000010
Mongol Cavalry,nil, 0,  5.,0,  6a,3d,  3h,2f, 12,0,  0, Rad, 000010000000011
Partisans,     nil, 0,  1.,0,  4a,2d,  2h,2f,  7,0,  1, Rad, 000001001000010
Indian Infantry,nil,0,  1.,0,  6a,3d,  3h,1f,  6,0,  0, Cmp, 000000000000010
Seige Defense, nil, 0,  0.,0,  0a,2d,  3h,3f, 12,0,  1, SFl, 000000000000010
China Cavalry, SE,  0,  3.,0,  6a,2d,  2h,2f, 10,0,  0, Dem, 000000000000010
Cameleers,     Whe, 0,  2.,0,  6a,2d,  2h,1f,  8,0,  0, Gen, 000001000000011
Heavy Cavalry, Whe, 0,  4.,0,  5a,3d,  2h,2f,  8,0,  0, CA,  000010000000011
Armored Knights,Sup,0,  2.,0,  6a,2d,  2h,2f,  8,0,  0, CA,  000000000000010
Indian Cavalry,Cmb, 0,  3.,0,  6a,2d,  3h,1f,  8,0,  0, Cmp, 000000000000010
Elephant,      nil, 0,  2.,0,  5a,3d,  2h,4f, 14,0,  0, Cmp, 000010000000010
Mamlukes,      Bro, 0,  5.,0,  6a,2d,  3h,2f,  6,0,  0, Alp, 000000000000011
Knights,       CA,  0,  2.,0,  6a,2d,  2h,1f,  8,0,  0, Rep, 000000000000010
Light Cavalry, Whe, 0,  5.,0,  6a,2d,  2h,1f,  6,0,  0, CA,  000010000000010
Horse Archers, CA,  0,  4.,0,  5a,3d,  2h,1f,  9,0,  0, Tac, 000000000000010
Battering Ram, Csc, 0,  1.,0,  6a,2d,  2h,1f, 10,0,  0, Eng, 000000001000010
Cannon,        nil, 0,  2.,0,  7a,3d,  2h,2f, 10,0,  0, Sea, 000000001000010
Mangonel,      nil, 0,  2.,0,  6a,2d,  1h,1f,  8,0,  0, Mat, 000000001000010
Trebuchet,     nil, 0,  2.,0,  8a,1d,  2h,1f, 10,0,  0, X1,  000000001000010
Ballista,      SE,  0,  2.,0,  8a,1d,  1h,1f,  8,0,  0, Lab, 000000001000010
China Infantry,nil, 0,  1.,0,  6a,3d,  2h,1f,  5,0,  0, Dem, 000000000000010
Sappers,       nil, 0,  3.,0,  8a,1d,  2h,6f, 10,0,  0, Las, 001000001000010
Huo P'ao,      X3,  0,  2.,0,  8a,1d,  1h,2f,  5,0,  0, Exp, 001001000000010
Arrow Rocket,  X3,  0,  3.,0,  8a,1d,  2h,2f,  8,0,  0, SE,  001000000000010
Assassin,      Bro, 0,  3.,0, 11a,0d,  3h,6f, 50,0,  0, Rad, 001001000000010
Lateener,      Sup, 2,  6.,0,  2a,1d,  1h,1f,  6,1,  2, Nav, 000000000000010
Caravel,       Sup, 2,  6.,0,  3a,2d,  2h,1f, 10,2,  2, ToG, 000000000000010
Dhow,          Bro, 2,  8.,0,  2a,1d,  1h,1f,  6,1,  4, Nav, 000000000000010
Junk,          X3,  2,  7.,0,  3a,2d,  1h,1f,  6,2,  4, Nav, 000000000000010
Warship,       X3,  2,  6.,0,  7a,3d,  2h,1f, 12,2,  2, ToG, 000000000000011
Warriors,      nil, 0,  2.,0,  5a,5d,  2h,4f,  8,0,  1, Rad, 000001000000010
Samurai,       nil, 0,  1.,0,  5a,4d,  2h,2f,  8,0,  1, Rad, 000000000000010
Scouts,        nil, 0,  3.,0,  0a,1d,  2h,1f,  3,0,  0, Fun, 000001000001011
Great Wall,    nil, 0,  0.,0,  0a,7d,  4h,3f, 99,0,  1, Rad, 000000000000011
General,       nil, 0,  3.,0, 10a,6d,  3h,2f, 80,0,  0, Rad, 100000000000011
King,          nil, 0,  0.,0,  0a,6d,  3h,2f, 80,0,  1, Rad, 000000000000011
Emperor,       nil, 0,  1.,0,  7a,8d,  3h,2f, 99,0,  1, Rad, 000000000000011
Spy,           nil, 0,  3.,0,  0a,1d,  1h,1f,  2,0,  6, Fun, 100000000000011
Usurper,       nil, 0,  6.,0, 15a,6d,  3h,4f, 99,0,  0, Rad, 000010001000011
Envoy,         Fun, 0,  2.,0,  0a,0d,  1h,1f,  8,0,  6, Esp, 100000000000011
Impassable,    nil, 1,  0.,0,  0a,50d, 8h,3f, 99,0,  1, Rad, 000000000000011
Fortifications,nil, 0,  0.,0,  0a,2d,  6h,3f, 15,0,  1, X2,  000000000000010
Caravan,       nil, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Jalal al-Din,  nil, 0,  3.,0, 12a,8d,  3h,3f, 99,0,  0, Rad, 000000001000011
Seige Tower,   nil, 0,  1.,0, 10a,3d,  2h,2f, 16,0,  0, Csc, 000000001000010
Crossbowmen,   nil, 0,  1.,0,  4a,3d,  1h,2f,  5,0,  1, Ldr, 000000000000010
Fire Lance,    U1,  0,  1.,0,  3a,3d,  1h,1f,  5,0,  1, Roc, 000000000000010 
Barrel Gun,    Sea, 0,  2.,0,  6a,3d,  2h,1f, 10,0,  0, Roc, 000000000000010
Gunmen,        nil, 0,  1.,0,  3a,3d,  2h,1f,  5,0,  1, U1,  000000000000010
Rebel Cavalry, nil, 0,  6.,0,  7a,3d,  3h,2f, 50,0,  0, Rad, 000010001000011
Genghis Khan,  nil, 0,  6.,0, 12a,5d,  3h,4f, 99,0,  0, Rad, 000000001000011
Ogadai Khan,   nil, 0,  6.,0, 12a,5d,  3h,3f, 99,0,  0, Rad, 000000001000011
Mangu Khan,    nil, 0,  6.,0, 12a,5d,  3h,3f, 99,0,  0, Rad, 000000001000011
Kublai Khan,   nil, 0,  3.,0, 12a,5d,  3h,3f, 99,0,  0, Rad, 000000001000011
Mongol General,nil, 0,  6.,0, 11a,4d,  3h,2f, 80,0,  0, Rad, 100000000000011

; 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 Empire
;        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,   no,  5,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  2,2,0,   Grs, 0, 5, 3,   no,  0, 5,  0,  Grs,   ; For
Hills,      3,4,  2,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  6,6,  0,2,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Taiga,      4,4,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Pln,   ; Tun
Dunes,      6,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  Drt,   ; Gla
Swamp,      3,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     3,4,  2,1,0,   Grs, 1,10, 2,   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,
Horses,     1,2,  4,3,5,  ; Buffalo
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Silver,     3,4,  2,2,0,
Gold,       6,6,  1,1,6,
Furs,       4,4,  3,1,5,  ; not used
Oasis,      6,2,  3,1,0,
Peat,       3,3,  1,4,0,,  ; Peat
Gems,       3,4,  2,1,4,  ; Gems
Fish,       1,2,  3,0,2,
Lapis Lazouli,1,2,0,4,4,
Grain,      1,2,  4,1,1,  ; Wheat
Grassland,  1,2,  2,1,0,
Silk,       2,3,  2,3,8,
Wine,       3,4,  2,1,4,
Iron,       6,6,  1,4,0,
Honey,      4,4,  4,1,3,
Ruins,      6,2,  0,1,0,
Spice,      3,3,  3,0,4,  ; Spice
Fruit,      3,4,  5,1,1,
Whales,     1,2,  3,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Khan,        Khan
Monarchy,       King,        Queen
Empire,         Emperor,     Empress
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 (Mongol)
;           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
Batu,         Batu,                0, 1, 2, Romans,      Roman,       1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Al Nasir Yusuf,al Din Qutuz,       0, 2, 1, Babylonians, Babylonian,  1, -1,  0,     2, Emperor, Empress, 3, Emperor, Empress, 4, Emperor, Empress
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,     -1, -1,  1,     2, Emperor, Empress, 3, Emperor, Empress, 4, Emperor, Empress
Ghengis,      Ch'e-po-erh,         0, 4, 0, Egyptians,   Egyptian,    0, -1,  0,     2, Sultan, Sultan, 3, Sultan, Sultan 
Ti-ping,      Ti-ping,             0, 5, 0, Americans,   American,    1, -1, -1,     2, Shah, Shah, 3, Shah, Shah 
Ala al-Din Muhammad, Jalal al Din, 0, 6, 0, Greeks,      Greek,       1, -1, -1,     2, Caliph, Caliph, 3, Caliph, Caliph
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,      0, -1,  0,     2, Pope, Pope, 3, Pope, Pope
Toktamish,    Toktamish,           0, 1, 3, White Horde, White Horde, 1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Jagatai,      Jagatai,             0, 2, 0, Jagatai,     Jagatai,     1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Batu,         Batu,                0, 3, 3, Golden Horde,Golden Horde,1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Shirvan,      Shirvan,             0, 4, 0, Khorassans,  Khorassan,   1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Tamerlane,    Tamerlane,           0, 5, 2, Transoxanians,Transoxanian,1,-1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Kazan,        Kazan,               0, 6, 3, Kumans,      Kuman,       1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Bortei,       Bortei,              0, 7, 0, Kipchaks,    Kipchak,     1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Toktamish,    Toktamish,           0, 1, 3, White Horde, White Horde, 1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Jagatai,      Jagatai,             0, 2, 0, Jagatai,     Jagatai,     1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Batu,         Batu,                0, 3, 3, Golden Horde,Golden Horde,1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Shirvan,      Shirvan,             0, 4, 0, Khorassans,  Khorassan,   1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Tamerlane,    Tamerlane,           0, 5, 2, Transoxanians,Transoxanian,1,-1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Kazan,        Kazan,               0, 6, 3, Kumans,      Kuman,       1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan
Bortei,       Bortei,              0, 7, 0, Kipchaks,    Kipchak,     1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan

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,
Grain,
Copper,
Dye,
Wine,
Jade,
Silver,
Spice,
Gems,
Gold,
Slaves,
Silk,

@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













