;
;   CIVILIZATION GAME DATA -- MOSCOW:  THE THIRD ROME
;   Copyright (c) 1995 by MicroProse Software
;   Changes 1998 by Michael J. Daumen
;   daumen @ mindspring.com
;
;   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
20      ; # 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.
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
Unreachable Tech,   0, 0,  no,  no,  0, 0    ; AFl
Filler Tech Alp,    4, 0,  no,  no,  0, 0    ; Alp
Filler Tech Amp,    4, 0,  no,  no,  0, 0    ; Amp
Filler Tech Ast,    4, 0,  no,  no,  0, 0    ; Ast
Filler Tech Ato,    4, 0,  no,  no,  0, 0    ; Ato
DONT USE Aut,       6, 0,  no,  no,  0, 0    ; Aut
Filler Tech Ban,    4, 0,  no,  no,  0, 0    ; Ban
Bridge Building,    4, 0,  Iro, nil, 2, 3    ; Bri
Filler Tech Bro,    4, 0,  no,  no,  0, 0    ; Bro
Monasticism,        5, 0,  X6,  nil, 2, 3    ; Cer
Filler Tech Che,    4, 0,  no,  no,  0, 0    ; Che
Filler Tech Chi,    4, 0,  no,  no,  0, 0    ; Chi
Filler Tech CoL,    4, 0,  no,  no,  0, 0    ; CoL
Filler Tech CA,     4, 0,  no,  no,  0, 0    ; CA 
Filler Tech Cmb,    4, 0,  no,  no,  0, 0    ; Cmb
Russian Resistance, 5, 0,  Plu, nil, 0, 0    ; Cmn  15
Filler Tech Cmp,    4, 0,  no,  no,  0, 0    ; Cmp
Filler Tech Csc,    4, 0,  no,  no,  0, 0    ; Csc
Fortifications,     4, 0,  X6,  nil, 2, 3    ; Cst
Filler Tech Cor,    4, 0,  no,  no,  0, 0    ; Cor
Filler Tech Cur,    4, 0,  no,  no,  0, 0    ; Cur
DONT USE Dem,       5, 1,  no,  no,  0, 0    ; Dem
Filler Tech Eco,    4, 0,  no,  no,  0, 0    ; Eco
Filler Tech E1,     4, 0,  no,  no,  0, 0    ; E1 
Counter-Reformation,4, 1,  Plu, nil, 0, 0    ; E2   24
Filler Tech Eng,    4, 0,  no,  no,  0, 0    ; Eng
Filler Tech Env,    4, 0,  no,  no,  0, 0    ; Env
Filler Tech Esp,    4, 0,  no,  no,  0, 0    ; Esp
DONT USE Exp,       5, 0,  no,  no,  0, 0    ; Exp
Filler Tech Feu,    4, 0,  no,  no,  0, 0    ; Feu
Filler Tech Fli,    4, 0,  no,  no,  0, 0    ; Fli
Oprichnina,         4,-2,  X7,  Mys, 2, 3    ; Fun
Filler Tech FP,     4, 0,  no,  no,  0, 0    ; FP 
Filler Tech Gen,    4, 0,  no,  no,  0, 0    ; Gen
Russian Uprising,   4, 1,  Plu, nil, 0, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 2, 3    ; Gun
Filler Tech Hor,    4, 0,  no,  no,  0, 0    ; Hor
DONT USE Ind,       4, 0,  no,  no,  0, 0    ; Ind
Invention,          6, 0,  Uni, nil, 2, 3    ; Inv
Iron Working,       5,-1,  X6,  nil, 2, 3    ; Iro
Filler Tech Lab,    4, 0,  no,  no,  0, 0    ; Lab
Filler Tech Las,    4, 0,  no,  no,  0, 0    ; Las
Filler Tech Ldr,    4, 0,  no,  no,  0, 0    ; Ldr
Filler Tech Lit,    4, 0,  no,  no,  0, 0    ; Lit
Filler Tech Too,    4, 0,  no,  no,  0, 0    ; Too
Filler Tech Mag,    4, 0,  no,  no,  0, 0    ; Mag
Filler Tech Map,    4, 0,  no,  no,  0, 0    ; Map
Filler Tech Mas,    4, 0,  no,  no,  0, 0    ; Mas
Filler Tech MP,     4, 0,  no,  no,  0, 0    ; MP 
Filler Tech Mat,    4, 0,  no,  no,  0, 0    ; Mat
Filler Tech Med,    4, 0,  no,  no,  0, 0    ; Med
Metallurgy,         4, 0,  Gun, Cst, 2, 3    ; Met  51
Filler Tech Min,    4, 0,  no,  no,  0, 0    ; Min
Filler Tech Mob,    4, 0,  no,  no,  0, 0    ; Mob
DONT USE Mon,       5, 1,  no,  no,  0, 0    ; Mon
Orthodox Architecture,5, 1,  X1,  nil, 0, 0    ; MT 
Moscow Patriarchy,  4, 0,  Plu, nil, 0, 0    ; Mys  56
Filler Tech Nav,    4, 0,  no,  no,  0, 0    ; Nav
Filler Tech NF,     4, 0,  no,  no,  0, 0    ; NF 
DONT USE NP,        3, 0,  no,  no,  0, 0    ; NP 
Filler Tech Phi,    4, 0,  no,  no,  0, 0    ; Phi
Filler Tech Phy,    4, 0,  no,  no,  0, 0    ; Phy
Filler Tech Pla,    4, 0,  no,  no,  0, 0    ; Pla
Pedia Tech,         4, 0,  AFl, nil, 0, 0    ; Plu
Filler Tech PT,     4, 0,  no,  no,  0, 0    ; PT 
Filler Tech Pot,    4, 0,  no,  no,  0, 0    ; Pot
DONT USE Rad,       5, 0,  no,  no,  0, 0    ; Rad
DONT USE RR,        6, 0,  no,  no,  0, 0    ; RR 
Filler Tech Rec,    4, 0,  no,  no,  0, 0    ; Rec
Filler Tech Ref,    4, 0,  no,  no,  0, 0    ; Ref
Land Reform,        3, 1,  X1,  nil, 2, 3    ; Rfg
DONT USE Rep,       5, 0,  no,  no,  0, 0    ; Rep
Filler Tech Rob,    4, 0,  no,  no,  0, 0    ; Rob
Filler Tech Roc,    4, 0,  no,  no,  0, 0    ; Roc
Filler Tech San,    4, 0,  no,  no,  0, 0    ; San
Filler Tech Sea,    4, 0,  no,  no,  0, 0    ; Sea
Filler Tech SFl,    4, 0,  no,  no,  0, 0    ; SFl
Filler Tech Sth,    4, 0,  no,  no,  0, 0    ; Sth
Filler Tech SE,     4, 0,  no,  no,  0, 0    ; SE 
Filler Tech Stl,    4, 0,  no,  no,  0, 0    ; Stl
Filler Tech Sup,    4, 0,  no,  no,  0, 0    ; Sup
Filler Tech Tac,    4, 0,  no,  no,  0, 0    ; Tac
Orthodox Heritage,  4, 2,  Plu, nil, 0, 0    ; The  82
Feudalism,          4, 0,  U2,  nil, 0, 0    ; ToG
Trade,              4, 2,  nil, nil, 2, 3    ; Tra
Scholarship,        4, 0,  X6,  nil, 2, 3    ; Uni
Mongol Dynasty,     4, 0,  X2,  nil, 0, 0    ; War  86
Seige Warfare,      4, 0,  Fun, nil, 0, 0    ; Whe  87
End Tech,           4, 0,  Plu, nil, 0, 0    ; Wri  88
Future Technology,  1, 0,  Wri, nil, 0, 0    ; FT 
Cossack Friendship, 0, 0,  Plu, nil, 0, 0    ; U1   90
Catholic Nations,   0, 0,  Plu, nil, 0, 0    ; U2 
Teutonic Knights,   0, 0,  Plu, nil, 0, 0    ; U3 
Russian Nations,    0, 0,  Plu, nil, 0, 0    ; X1 
Golden Horde,       0, 0,  Plu, nil, 0, 0    ; X2 
NOT Catholic,       0, 0,  Plu, nil, 0, 0    ; X3 
NOT Teutonic,       0, 0,  Plu, nil, 0, 0    ; X4 
NOT Russian,        0, 0,  Plu, nil, 0, 0    ; X5 
NOT Golden Horde,   0, 0,  Plu, nil, 0, 0    ; X6 
Renounce the Yoke,  0, 0,  X1,  nil, 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,
Capital,                  10, 0,    Plu,
Armory,                    4, 1,    X1, 
Mir,                       4, 1,    X1, 
Monastery,                 6, 1,    Cer,
Market,                    4, 1,    nil,
Library,                   8, 1,    no, 
Veche,                     6, 1,    X1, 
City Walls,                6, 0,    nil,
Baths,                     8, 1,    nil,
German Quarter,            8, 2,    Plu, 
Orthodox Cathedral,        8, 2,    MT, 
University,               16, 3,    no, 
Mass Transit,             16, 4,    no, 
Catholic Cathedral,        8, 2,    U2, 
Foundry,                   8, 1,    nil,
Mill,                     10, 2,    X6, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Hanseatic League,         16, 3,    Plu,
Sewer System,             12, 2,    nil,
Pomesche,                  8, 2,    Rfg, 
Post House,                6, 1,    X2, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    nil,
Offshore Platform,        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, 
(Tribute),                30, 0,    X2, 
Polish-Lithuanian Union,  20, 0,    Plu,
Uspensky Cathedral,       20, 0,    Plu,
Golden Gate,              20, 0,    Plu,
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Pecherskaya Lavra,        30, 0,    Plu,
Kremlin,                  30, 0,    Plu,
Reval Castle,             30, 0,    Plu,
St. Sergius Monastery,    30, 0,    X7, 
Hagia Sophia,             20, 0,    Plu,
Batu Khan's Palace,       40, 0,    Plu,
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
St. Sophia Cathedral,     30, 0,    Plu,
Red Square,               40, 0,    Plu, 
Wawel Castle,             40, 0,    Plu,
Isaac Newton's College,   40, 0,    no, 
Yarlik,                   30, 0,    X1, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Yaroslav's Court,         60, 0,    Plu,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
St. Vasily's Cathedral,   40, 0,    The,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Polish-Lithuanian Union
nil,        ; Uspensky Cathedral
nil,        ; Golden Gate
Alp,        ; Lighthouse
Alp,        ; Great Library
nil,        ; Pecherskaya Lavra
nil,        ; Kremlin
nil,        ; Reval Castle
nil,        ; St. Sergius Monastery
nil,        ; Hagia Sophia
nil,        ; Batu Khan's Palace
Alp,        ; Copernicus' Observatory
Alp,        ; Magellan's Expedition
nil,        ; St. Sophia Cathedral
Gun,        ; Leonardo's Workshop
nil,        ; Wawel Castle
Alp,        ; Isaac Newton's College
X7,         ; Yarlik
Alp,        ; Darwin's Voyage
Alp,        ; Statue of Liberty
Alp,        ; Eiffel Tower
nil,        ; Yaroslav's Court
Alp,        ; Hoover Dam
Alp,        ; Manhattan Project
Alp,        ; United Nations
Alp,        ; Apollo Program
Alp,        ; SETI Program
nil,        ; St. Vasily's Cathedral


;
;    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
Serf,         nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, X6,  000000000000000
Settler,      X5,  0,  1.,0,  0a,2d,  2h,1f,  4,0,  5, U1,  000001000000000
Footmen,      nil, 0,  1.,0,  1a,2d,  1h,1f,  1,0,  1, nil, 000000000000000
Halberdiers,  X2,  0,  1.,0,  4a,2d,  1h,1f,  3,0,  0, X6,  000000000000000
Archers,      X6,  0,  1.,0,  3a,2d,  1h,2f,  3,0,  0, X2,  000000000000000
Overseers,    X6,  0,  1.,0,  1a,3d,  1h,1f,  4,0,  1, X2,  000000000000000
Pikemen,      X2,  0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, X6,  000010000000000
Citadel,      nil, 0,  0.,0,  0a,4d,  1h,1f,  3,0,  1, Plu, 000000000000011
Oprichniki,   X5,  0,  2.,0,  5a,1d,  1h,2f,  2,0,  0, Fun, 000100000000000
Peasants,     nil, 0,  1.,0,  2a,2d,  1h,1f,  5,0,  0, Plu, 000001000000010
Tribesmen,    nil, 0,  1.,0,  3a,1d,  1h,1f,  1,0,  0, Plu, 000001000000000
Boyar,        Fun, 0,  0.,0,  0a,3d,  2h,1f,  4,0,  0, Plu, 000000000000000
General,      nil, 0,  0.,0,  0a,4d,  2h,1f,  6,0,  0, Plu, 000000000000000
Cossacks,     X5,  0,  2.,0,  4a,2d,  2h,1f,  6,0,  1, Plu, 000011000000000
Streltsy,     nil, 0,  1.,0,  3a,3d,  1h,1f,  5,0,  1, Gun, 000000000000000
Scouts,       X6,  0,  2.,0,  2a,2d,  1h,1f,  2,0,  0, X2,  000001000000000
Lancers,      X2,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, X6,  000000000000000
Horsebowmen,  X6,  0,  4.,0,  6a,2d,  1h,2f,  4,0,  0, X2,  000000000000001
Druzhina,     nil, 0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, Plu, 000000000000000
Swede,        nil, 0,  1.,0,  3a,3d,  1h,1f,  4,0,  0, Plu, 000000000000000
Knights,      X2,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, X5,  000000000000000
Cavalry,      X6,  0,  4.,0,  8a,1d,  2h,1f,  6,0,  0, X2,  000000000000000
Knights of the Sword,X4,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, U3,  000000000000000
Catapult,     Met, 0,  1.,0,  8a,1d,  1h,1f,  4,0,  0, X6,  000000000000000
Cannon,       nil, 0,  1.,0, 10a,1d,  1h,2f,  4,0,  0, Met, 000000000000000
Trebuchet,    nil, 0,  1.,0,  8a,1d,  1h,2f,  5,0,  0, X2,  000001001000000
Tsar-Pushka,  nil, 0,  1.,0, 12a,1d,  2h,3f,  7,0,  0, Plu, 000000001000000
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
Bomber,       Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Stlth Ftr.,   nil, 1, 30.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Longship,     nil, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, U3,  000000000100000
Village,      nil, 1,  0.,0,  0a,2d,  1h,1f,  6,0,  5, Plu, 000000000001000
Village (a),  nil, 1,  0.,0,  0a,2d,  1h,1f,  6,0,  5, no,  000000000001000
Village (b),  nil, 1,  0.,0,  0a,2d,  1h,1f,  6,0,  5, no,  000000000001000
Village (c),  nil, 1,  0.,0,  0a,2d,  1h,1f,  6,0,  5, no,  000000000001000
Village (d),  nil, 1,  0.,0,  0a,2d,  1h,1f,  6,0,  5, no,  000000000001000
Village (e),  nil, 1,  0.,0,  0a,2d,  1h,1f,  6,0,  5, no,  000000000001000
Village (f),  nil, 1,  0.,0,  0a,2d,  1h,1f,  6,0,  5, no,  000000000001000
Village (g),  nil, 1,  0.,0,  0a,2d,  1h,1f,  6,0,  5, no,  000000000001000
Village (h),  nil, 1,  0.,0,  0a,2d,  1h,1f,  6,0,  5, no,  000000000001000
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000000000000
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Diplomat,     U3,  0,  2.,0,  0a,1d,  1h,1f,  3,0,  6, U2,  000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Merchant,     X2,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
Khazar,       nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, X2,  000000000000010
Explorer,     Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Hochmeister,  nil, 0,  0.,0,  0a,5d,  1h,1f,  4,0,  1, Plu, 000000000000000
Khan,         nil, 0,  0.,0,  0a,5d,  1h,1f,  4,0,  1, Plu, 000000000000000
Grand Duke,   nil, 0,  0.,0,  0a,5d,  1h,1f,  4,0,  1, Plu, 000000000000000
Varangian Guard,nil, 0,  0.,0,  0a,10d, 3h,1f,  4,0,  1, Plu, 000010000000000
Sable,        nil, 0,  0.,0,  0a,1d,  1h,1f,  4,0,  1, Plu, 000000000001000
Yermak,       nil, 0,  2.,0,  6a,3d,  2h,2f,  4,0,  0, Plu, 000011000000011
Hetman,       nil, 0,  0.,0,  0a,3d,  2h,1f,  4,0,  1, Plu, 000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Horde,        nil, 0,  3.,0, 10a,1d,  1h,3f,  4,0,  0, Plu, 000000000000000
Crossbowmen,  X2,  0,  1.,0,  3a,2d,  1h,2f,  3,0,  0, X6,  000000000000000
Test Unit 8,  nil, 0,  1.,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
Black Earth,1,2,  3,0,0,   yes, 1, 5, 1,   no,  0,15,  0,  Grs,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   no,  0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 1,   no,  0,10,  0,  Jun,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0,15, 5,   no,  0, 5,  0,  Pln,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 1,   yes, 3,10,  1,  Pln,   ; Hil
Taiga,      3,4,  1,1,0,   For, 1,20, 5,   no,  1,10,  6,  For,   ; Mou
Steppe,     1,2,  1,0,0,   yes, 1, 5, 1,   no,  1, 5,  3,  Pln,   ; Tun
Ice,        1,1,  0,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,20, 5,   no,  0,15,  0,  Pln,   ; Swa
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Flax,       1,2,  3,0,4,
Cattle,     1,2,  1,2,1,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Furs,       3,4,  2,1,4,
Spring,     1,2,  3,1,1,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Musk Ox,    1,2,  3,1,0,
Fish,       1,2,  3,0,2,
Orchards,   2,3,  3,1,1,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Beehives,   2,3,  2,3,1,
Wine,       2,4,  1,0,4,
Timber,     3,4,  1,3,1,
Pasture,    1,2,  1,3,2,
Glacier Oil,2,2,  0,4,0,
Pitch,      2,3,  1,4,2,
Furs,       2,3,  10,0,10,
Seals,      1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       Grand Prince,Grand Princess
Empire,         Khan,        Khan
Oprichnina,     Tsar,        Tsarina
Republic,       Grand Duke,  Grand Dutchess
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
Daniil,       Livia,               0, 1, 2, Russians,    Muscovite,   0,  1,  1,
Hammurabi,    Ishtari,             0, 2, 2, Russians,    Kievan,     -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 0, Teutons,     Teutonic,    1, -1,  1,     2, Hochmeister, Hochmistress
Ramesses,     Cleopatra,           1, 4, 0, Lithuanians, Lithuanian,  0,  0,  1,
Abe Lincoln,  E. Roosevelt,        0, 5, 2, Russians,    Novgorodian, 0,  0,  1,
Alexander,    Hippolyta,           1, 6, 2, Russians,    White Russian,0, 1, -1,
Mohandas Gandhi,Indira Gandhi,     0, 7, 1, Tatars,      Tatar,      -1, -1,  0,
Lenin,        Catherine the Great, 1, 1, 2, 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, 3, 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, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



;
;   Trading Commodities
;
@CARAVAN
Furs,
Wool,
Wax,
Cloth,
Salt,
Coal,
Copper,
Pitch,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Saltpeter,


@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













