;
;   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.
;

;
;   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 <= Monarchy)
2       ; 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.
10      ; Fundamentalism loses this % of science
75      ; 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 fundamentalism (x10, so 9 = 90%)

;
;   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
Polidenial,         3, 0,  no,  no,  0, 0    ; AFl
Cividenial,         3, 0,  no,  no,  0, 0    ; Alp
Mobsdenial,         3, 0,  no,  no,  0, 0    ; Amp
Gangdenial,         3, 0,  no,  no,  0, 0    ; Ast
not a tech,         3, 0,  no,  no,  0, 0    ; Ato
Police1,            3, 0,  no,  no,  3, 4    ; Aut
not a tech,         3, 0,  no,  no,  0, 0    ; Ban
not a tech,         3, 0,  no,  no,  0, 0    ; Bri
not a tech,         3, 0,  no,  no,  0, 0    ; Bro
Church,             3, 0,  no,  no,  0, 0    ; Cer
Polvantage,         3, 0,  no,  no,  0, 0    ; Che
Civvantage,         3, 0,  no,  no,  0, 0    ; Chi
Mobvantage,         3, 0,  no,  no,  0, 0    ; CoL
Ganvantage,         3, 0,  no,  no,  0, 0    ; CA
not a tech,         3, 0,  no,  no,  0, 0    ; Cmb
Crimism,            3, 0,  no,  no,  2, 2    ; Cmn
not a tech,         3, 0,  no,  no,  0, 0    ; Cmp
not a tech,         3, 0,  no,  no,  0, 0    ; Csc
Erotic Dancing,     3, 0,  no,  no,  0, 0    ; Cst
not a tech,         3, 0,  no,  no,  0, 0    ; Cor
not a tech,         3, 0,  no,  no,  0, 0    ; Cur
Orderism,           3, 0,  no,  no,  2, 2    ; Dem
not a tech,         3, 0,  no,  no,  0, 0    ; Eco
not a tech,         3, 0,  no,  no,  0, 0    ; E1
Police2,            3, 0,  no,  no,  3, 4    ; E2
not a tech,         3, 0,  no,  no,  0, 0    ; Eng
not a tech,         3, 0,  no,  no,  0, 0    ; Env
not a tech,         3, 0,  no,  no,  0, 0    ; Esp
xExplosives,        5, 0,  no,  no,  2, 4    ; Exp
not a tech,         3, 0,  no,  no,  0, 0    ; Feu
not a tech,         3, 0,  no,  no,  0, 0    ; Fli
Hoodism,            3, 0,  no,  no,  2, 2    ; Fun
xFusion Power,      3, 0,  no,  no,  3, 3    ; FP
not a tech,         3, 0,  no,  no,  0, 0    ; Gen
xGuerrilla Warfare, 4, 1,  no,  no,  3, 0    ; Gue
xGunpowder,         8,-2,  no,  no,  1, 0    ; Gun
not a tech,         3, 0,  no,  no,  0, 0    ; Hor
Civilian1,          3, 0,  no,  no,  2, 1    ; Ind
Regulated Energy,   3, 1,  nil, nil, 3, 3    ; Inv
Automatic Weapons,  5,-2,  nil, nil, 3, 3    ; Iro
Red Light Districts,3, 1,  Inv, nil, 3, 3    ; Lab
Imported Weaponry,  4, 1,  Inv, Iro, 3, 3    ; Las
Military Weaponry,  5, 1,  Iro, nil, 3, 3    ; Ldr
Improved Training,  6,-2,  Iro, nil, 3, 3    ; Lit
Influence,          5, 1,  Las, Lab, 3, 3    ; Too
Flying Equipment,   4,-2,  Ldr, nil, 3, 3    ; Mag
Military Craft,     4, 1,  MP,  Ldr, 3, 3    ; Map
Bombs,              3, 1,  Las, nil, 3, 3    ; Mas
Watercraft,         2, 1,  nil, nil, 3, 3    ; MP
Crime,              4,-1,  Map, Lit, 3, 3    ; Mat
Illegal Weaponry,   6, 2,  Iro, Mag, 3, 3    ; Med
Dedication,         5, 1,  Too, Mas, 3, 3    ; Met
not a tech,         3, 0,  no,  no,  0, 0    ; Min
xMobile Warfare,    8,-1,  no,  no,  3, 0    ; Mob
xMonarchy,          5, 1,  no,  no,  0, 2    ; Mon
Beer,               3, 0,  no,  no,  0, 0    ; MT
xMysticism,         4, 0,  no,  no,  0, 2    ; Mys
xNavigation,        6,-1,  no,  no,  1, 1    ; Nav
not a tech,         3, 0,  no,  no,  0, 0    ; NF
xNuclear Power,     3, 0,  no,  no,  3, 3    ; NP
xPhilosophy,        6, 1,  no,  no,  1, 2    ; Phi
not a tech,         3, 0,  no,  no,  0, 0    ; Phy
not a tech,         3, 0,  no,  no,  0, 0    ; Pla
not a tech,         3, 0,  no,  no,  0, 0    ; Plu  (Cst & Pot)
not a tech,         3, 0,  no,  no,  0, 0    ; PT
not a tech,         3, 0,  no,  no,  0, 0    ; Pot
xRadio,             5,-1,  no,  no,  3, 4    ; Rad
xRailroad,          6, 0,  no,  no,  2, 1    ; RR
not a tech,         3, 0,  no,  no,  0, 0    ; Rec
not a tech,         3, 0,  no,  no,  0, 0    ; Ref
xRefrigeration,     3, 1,  no,  no,  3, 1    ; Rfg
Pacifism,           3, 0,  no,  no,  0, 2    ; Rep
Police Buildings,   0, 0,  Che, nil, 0, 0    ; Rob
Gang Buildings,     0, 0,  CA,  nil, 0, 0    ; Roc
Mob Buildings,      0, 0,  CoL, nil, 0, 0    ; San
not a tech,         3, 0,  no,  no,  0, 0    ; Sea
not a tech,         3, 0,  no,  no,  0, 0    ; SFl
not a tech,         3, 0,  no,  no,  0, 0    ; Sth
not a tech,         3, 0,  no,  no,  0, 0    ; SE
not a tech,         3, 0,  no,  no,  0, 0    ; Stl
xSuperconductor,    4, 1,  no,  no,  3, 3    ; Sup
not a tech,         3, 0,  no,  no,  0, 0    ; Tac
not a tech,         3, 0,  no,  no,  0, 0    ; The
not a tech,         3, 0,  no,  no,  0, 0    ; ToG
not a tech,         3, 0,  no,  no,  0, 0    ; Tra
not a tech,         3, 0,  no,  no,  0, 0    ; Uni
not a tech,         3, 0,  no,  no,  0, 0    ; War
not a tech,         3, 0,  no,  no,  0, 0    ; Whe
not a tech,         3, 0,  no,  no,  0, 0    ; Wri
Stockpile of Arms,  1, 0,  nil, nil, 3, 3    ; ...
Nuclear Weapons,    8,-2,  Las, Med, 3, 3    ; U1
Counterterrorism,   6, 0,  U1,  nil, 3, 3    ; U2
not a tech,         3, 0,  no,  no,  0, 0    ; U3
not a tech,         3, 0,  no,  no,  0, 0    ; X1
not a tech,         3, 0,  no,  no,  0, 0    ; X2
not a tech,         3, 0,  no,  no,  0, 0    ; X3
not a tech,         3, 0,  no,  no,  0, 0    ; X4
not a tech,         3, 0,  no,  no,  0, 0    ; X5
not a tech,         3, 0,  no,  no,  0, 0    ; X6
not a tech,         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,
Headquarters,             10, 0,    nil,
Barracks,                 4,  1,    Lit,
Aphrodesiacs,             6,  1,    Roc,
Church,                   4,  1,    nil,
Parking Fines,            8,  1,    Rob,
Public Influence,         8,  1,    nil,
Courthouse,               8,  1,    Rob,
Barracade,                8,  0,    Roc,
Salary,                   8,  2,    nil,
Speed Limits,             12, 3,    Rob,
Bar,                      12, 3,    nil,
Bribery,                  16, 3,    nil,
Mass Transit,             16, 4,    no,
Red Light District,       10, 4,    Roc,
Gun Shop,                 20, 4,    nil,
Armory,                   32, 6,    Rob,
Nuclear Detector,         20, 4,    U2,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Legalized Gambling,       16, 4,    Rob,
Sewer System,             12, 2,    nil,
Recruiting Office,        4,  1,    Rob,
Superhighways,            20, 5,    nil,
Jailcells,                16, 3,    Rob,
You are a nosey person,   10, 2,    no,
You should find better,   8, 1,     no,
Things to do than read,   32, 4,    no,
Docks,                    6,  1,    nil,
My rules text file,       16, 3,    no,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Port Facility,            8,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Drug Trade),             60, 0,    Roc,
Population Density,       20, 0,    Che,
Radio Station,            20, 0,    Chi,
Subway System,            20, 0,    Chi,
Lighthouse,               20, 0,    no,
Informants,               30, 0,    Roc,
Cathederal,               30, 0,    Chi,
Defensive Measures,       30, 0,    San,
Police Academy,           30, 0,    nil,
Police Headquarters,      30, 0,    Che,
Marco Polo's Embassy,     20, 0,    no,
Mafia Influence,          40, 0,    San,
Money Laundering,         30, 0,    San,
Magellan's Expedition,    40, 0,    no,
Stripclub,                30, 0,    Roc,
Leonardo's Workshop,      40, 0,    no,
J. S. Bach's Cathedral,   40, 0,    no,
A big payoff,             40, 0,    Roc,
Drug Smuggling,           40, 0,    Roc,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Recruiters,               30, 0,    Roc,
Police Oath,              60, 0,    Che,
Hoover Dam,               60, 0,    no,
Connections,              60, 0,    San,
Underworld Power,         60, 0,    no,
Apollo Program,           60, 0,    no,
Organized Crime,          60, 0,    San,
Share the Wealth,         60, 0,    San,

;
; 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,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
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,        ; Women's Suffrage
nil,        ; Hoover Dam
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
;
;
@UNITS
Looters,      Ast, 0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, CA,  000000000000000
Constructors, AFl, 0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, Che, 000001000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Deputy,       AFl, 0,  1.,0,  4a,3d,  2h,1f,  5,0,  0, Lit, 000000000000000
Private,      AFl, 0,  1.,0,  1a,4d,  2h,1f,  5,0,  1, Che, 000000000000000
Lieutenant,   AFl, 0,  1.,0,  3a,2d,  2h,1f,  5,0,  0, Che, 000000000000000
S.W.A.T,      AFl, 0,  3.,0,  9a,4d,  3h,2f, 14,0,  0, Ldr, 000000000000000
Rioters,      nil, 0,  1.,0,  4a,1d,  1h,1f,  2,0,  1, no,  000001000000000
Protestors,   Alp, 0,  1.,0,  2a,4d,  1h,1f,  5,0,  1, Met, 000000000000000
Riot Team,    AFl, 0,  1.,0,  1a,5d,  2h,1f,  7,0,  1, Iro, 000000000000000
Helicopter,   AFl, 1, 16.,0,  6a,1d,  3h,2f, 13,0,  0, Mag, 000000000000001
Bomb Squad,   AFl, 0,  4.,0,  6a,1d,  3h,1f,  9,0,  0, Mas, 000000000000000
Patrol Boat,  AFl, 2,  8.,0,  4a,3d,  2h,2f, 10,0,  2, MP,  000000000000001
Cutter,       AFl, 2,  4.,0, 12a,6d,  4h,3f, 27,0,  2, Map, 000000001000000
Tank,         nil, 0,  2.,0,  8a,6d,  4h,3f, 19,0,  0, no,  000000001000000
Mech.Infantry,nil, 0,  4.,0,  4a,6d,  3h,2f, 12,0,  1, no,  000000001000000
FBI Agents,   nil, 0,  1.,0,  7a,5d,  2h,1f,  7,0,  0, no,  000001000000000
Barge,        nil, 0,  6.,0,  0a,1d,  2h,1f,  1,4,  4, no,  000000000000000
Nbrhd. Watch, Alp, 0,  1.,0,  4a,1d,  1h,1f,  2,0,  0, Chi, 000001000000000
Civilians,    Alp, 0,  1.,0,  1a,4d,  1h,1f,  2,0,  1, Chi, 000000000000000
Angry Mob,    Alp, 0,  1.,0,  5a,2d,  1h,1f,  2,0,  0, Mat, 000001000000000
Hitmen,       Amp, 0,  1.,0,  4a,3d,  1h,2f,  3,0,  0, CoL, 000000000000000
Smuglers,     Amp, 0,  1.,0,  3a,3d,  1h,1f,  2,0,  0, Lab, 000001000000000
Launderers,   Amp, 0,  1.,0,  1a,6d,  1h,1f,  2,0,  1, Too, 000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Gunship,      Amp, 1, 12.,0, 12a,4d,  3h,2f, 23,0,  0, Las, 000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Gunmen,       Ast, 0,  1.,0,  1a,4d,  1h,1f,  2,0,  1, CA,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Mchn. Gunner, Ast, 0,  1.,0,  6a,6d,  2h,1f,  7,0,  0, Las, 000000000000000
Bazooka Dude, Ast, 0,  1.,0,  8a,1d,  1h,2f,  3,0,  0, Ldr, 000000000000000
Dealers,      Ast, 0,  1.,0,  4a,4d,  1h,1f,  1,0,  0, Lab, 000001000000000
Drug Lords,   Ast, 0,  1.,0,  1a,7d,  1h,1f,  3,0,  1, Lab, 000000000000000
Gun Truck,    Ast, 0,  4.,0,  6a,4d,  2h,2f,  8,0,  0, Lit, 000000000000000
Homeys,       Ast, 0,  1.,0,  4a,2d,  1h,1f,  2,0,  0, Iro, 000000000000000
Murderer,     Ast, 0,  1.,0,  6a,1d,  1h,1f,  2,0,  0, Mat, 001000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Speedboat,    Ast, 2, 10.,0,  3a,2d,  2h,1f,  9,0,  2, MP,  000000000000000
Raiders,      Ast, 0,  2.,0,  6a,2d,  1h,1f,  3,0,  0, Mas, 000001000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
NukeTerrorist,Amp, 0,  1.,0, 99a,1d,  1h,1f, 30,0,  0, U1,  000000000000000
Prostitutes,  Ast, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Mat, 000000000000000
Hookers,      Amp, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, CoL, 000001000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
unit,         nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Tornado,      nil, 1, 12.,0, 12a,4d,  2h,3f,  6,0,  0, no,  001000000000000
Urban Renewal,Alp, 0,  1.,0,  0a,1d,  1h,1f,  1,0,  5, Chi, 000000000000000
Monster,      nil, 0,  4.,0, 65a,40d, 8h,8f,  6,0,  0, no,  000001000000000
Terrorists,   Amp, 0,  2.,0, 26a,1d,  1h,4f,  8,0,  0, Med, 001000000000000
Driveby,      Ast, 0,  6.,0,  4a,2d,  2h,2f,  7,0,  0, CA,  000000000000000
Shotgunners,  Ast, 0,  1.,0,  5a,5d,  2h,1f,  6,0,  0, Med, 000000000000000
InSaNe BoMbEr,Ast, 0,  2.,0, 36a,1d,  1h,4f, 11,0,  0, Mas, 001000000000000
Squad Car,    AFl, 0,  3.,0,  6a,3d,  3h,2f, 11,0,  0, Lab, 000000000000000
Patrol Car,   AFl, 0,  8.,0,  2a,3d,  3h,1f, 10,0,  0, Che, 000000000000001

;
; 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
Corporate,  3,3,  6,1,8,   no, 0, 0, 0,   no,  0, 0,  0,  no,    ; Drt
Suburbs,    1,2,  3,4,2,   Tun,0, 3, 1,   no,  0, 0,  0,  no,    ; Pln
Commerce,   2,2,  5,2,4,   Gla,0,12, 1,   no,  0, 0,  0,  no,    ; Grs
Forest,     2,3,  0,0,0,   Mou,0, 5, 1,   no,  0, 0,  0,  no,    ; For
Hills,      3,4,  0,0,0,   no, 0, 0, 0,   no,  0, 0,  0,  no,    ; Hil
Grassland,  1,1,  0,0,0,   no, 0, 0, 0,   no,  0, 0,  0,  Jun,   ; Mou
High Class, 1,2,  4,3,3,   Grs,1, 4, 0,   no,  0, 0,  0,  no,    ; Tun
Slums,      1,2,  2,5,1,   Pln,0, 2, 0,   no,  0, 0,  0,  no,    ; Gla
Industry,   1,2,  1,8,0,   Drt,0, 1, 0,   no,  0, 0,  0,  no,    ; Swa
Construct,  3,2,  0,0,0,   Drt,0, 3, 1,   no,  0, 0,  0,  no,    ; Jun
Major River,1,2,  1,0,2,   no, 0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Corp. HQ,   4,3,  6,1,10,
Warehouse,  1,2,  3,6,2,
Hub,        2,2,  5,3,4,
Park,       2,3,  1,1,1,
Mine,       1,4,  1,4,0,
Farm,       1,2,  1,1,1,
Famous,     1,2,  5,3,3,
Crackhouse, 1,2,  2,5,4,
Heavy Ind., 2,2,  1,10,0,
PublicWorks,3,2,  0,0,4,
Fish,       1,2,  3,0,2,
Sweatshops, 3,3,  6,4,8,
Populous,   1,2,  4,4,2,
Hub,        1,2,  5,3,4,
Ntl. Park,  1,3,  1,0,4,
Tunnel,     1,3,  0,0,4,
Refinery,   1,2,  1,4,0,
Luxury Home,2,2,  4,3,5,
Gun Dealer, 1,2,  2,6,1,
Subway,     1,2,  1,8,4,
Mj. Project,4,3,  4,0,0,
Salmon,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Crimism,        Boss,        Boss
Hoodism,        Homey,       Homey
Pacifism,       Mr.,         Ms.
Orderism,       Chief,       Chief

;
;   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
Wiggum,       Jane,                0, 1, 1, Police,      Police,     -1,  1,  1,     
Capone,       Thelma,              0, 2, 0, Mobsters,    Mafia,       0, -1,  1,
Smith,        Jones,               0, 3, 1, Civilians,   Civilian,   -1,  1,  1,     
Dude,         Dudet,               1, 4, 0, Crips,       Crip,        1,  0, -1,     
Freak,        Freaky,              0, 5, 0, Bloods,      Blood,       1,  0, -1,     
Funk,         Funky,               1, 6, 0, Hawks,       Hawk,        1,  0, -1,     
Groove,       Groovy,              0, 7, 0, Panthers,    Panther,     1,  0, -1,     
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 0, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, 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,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 0, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, 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, 0, 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
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
Irrigate,           I
Mine,               m
Transform,          O
Clean Pollution,    p
Build Airport,      E
Go to,              G


@DIFFICULTY
Pansy
Chief
Gansta
Mobster
Kingpin
God Father

@ATTITUDES
Down wit ya
Shagadelic
Groovy
Cool
Neutral
Upset
Dissin ya
Rippin ya
Pissed off













