;
;   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.
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
Advanced Flight,    4,-2,  Rad, Too, 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
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 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
Ceremonial Burial,  5, 0,  nil, 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
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  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 
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 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
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  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,  Aut, 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
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 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    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Alien Psychology,   3,-1,  nil, nil, 3, 2    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  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,
Headquaters Facility,     10, 0,    Mas,
Barracks,                  4, 1,    nil,
Water Tower,               6, 1,    Pot,
Trading Post,              4, 1,    Cer,
Property Office,           8, 1,    Cur,
Media Center,              8, 1,    Wri,
Medical Center,            8, 1,    CoL,
Defensive Perimeter,       8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Combat Comp. Exchange,    12, 3,    Ban,
Private CD Mail Center,   12, 3,    MT, 
University,               16, 3,    Uni,
Subway Deployment,        16, 4,    MP, 
Showers,                  10, 4,    Cst,
Factory,                  20, 4,    Ind,
Automated Factory,        32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Yupi Housing Development, 16, 4,    Eco,
Waste Disposal Center,    12, 2,    San,
Ration Processer,          8, 3,    Rfg,
Transit Tubes,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    Env,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Air Station,              16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Solar Power Complex,      20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Operation Rover,          20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
New Terran Calander,      30, 0,    Mys,
Super Defense Grid,       30, 0,    Mas,
Starship Trooper Academy, 30, 0,    Feu,
Operation Make-it,        30, 0,    Eng,
Orbiting Space Station,   20, 0,    Tra,
Terrestrial Co-Op,        40, 0,    MT, 
Operation Invent-It,      30, 0,    Ast,
Seaman's School,          40, 0,    Nav,
Red Cross,                30, 0,    Med,
Direct Home Up-Link,      40, 0,    Inv,
J. S. Brooke's Cathedral, 40, 0,    The,
Yeltzin's Observatory,    40, 0,    ToG,
Interplanetary Wal-Mart,  40, 0,    Eco,
Zimmerman's Expidition,   40, 0,    RR, 
Statue of Liberty,        40, 0,    Dem,
Funny Alien Face in Dirt, 30, 0,    SE, 
Wymin's Combat Rights,    60, 0,    Ind,
Hoover Asteroid Mines,    60, 0,    E2, 
Bob Evan's Project,       60, 0,    NF, 
United Federation,        60, 0,    Cmn,
Zuess Program,            60, 0,    SFl,
SAETI Program,            60, 0,    Cmp,
Fountain of Youth,        60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Solar Power Complex
RR,         ; Hanging Gardens
Fli,        ; Operation Rover
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; New Terran Calander
Met,        ; Super Defense Grid
Mob,        ; Starship Trooper Academy
Ind,        ; Operation Make-it
Cmn,        ; Orbiting Space Station
nil,        ; Terrestrial Co-Op
nil,        ; Operation Invent-It
nil,        ; Seaman's School
nil,        ; Red Cross
Aut,        ; Direct Home Up-Link
nil,        ; J. S. Brooke's Cathedral
nil,        ; Yeltzin's Observatory
nil,        ; Interplanetary Wal-Mart
nil,        ; Zimmerman's Expidition
nil,        ; Statue of Liberty
nil,        ; Funny Alien Face in Dirt
nil,        ; Wymin's Combat Rights
nil,        ; Hoover Asteroid Mines
nil,        ; Bob Evan's Project
nil,        ; United Federation
nil,        ; Zuess Program
nil,        ; SAETI Program
nil,        ; Fountain of Youth


;
;    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
Queen,        Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineer,     nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Warriors,     Sup, 0,  1.,0,  8a,8d,  3h,1f,  1,0,  0, nil, 000000000000000
Worm Guards,  Feu, 0,  1.,0,  1a,10d, 3h,1f,  2,0,  1, nil, 000000000000000
Rifled Guards,Gun, 0,  1.,0,  7a,9d,  1h,1f,  3,0,  1, nil, 000000000000000
Heavy Warroir,Gun, 0,  1.,0, 10a,12d, 2h,2f,  4,0,  1, nil, 000000000000000
Sparrow,      no,  1, 30.,2,  1a,5d,  1h,1f,  8,0,  3, FP,  010000001010011
Atmospeheric F,Sth, 1, 10.,0,  5a,5d,  2h,1f,  5,0,  3, AFl, 110000001010011
Natives,      nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, nil, 000100000000000
Partisans,    nil, 0,  1.,0,  7a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Air Dfnse Unit,Sup, 0,  1.,0,  7a,8d,  2h,1f,  5,0,  1, nil, 010000000010000
H Rifled Guard,Sup, 0,  1.,0, 12a,10d, 2h,1f,  8,0,  0, nil, 000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000001000000100
L Para-Team,  nil, 0,  1.,0,  6a,4d,  2h,3f,  6,0,  0, AFl, 000000100000010
HMMWV,        nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
MegaFortress, nil, 1, 20.,2, 12a,6d,  1h,1f, 11,0,  0, Sth, 000000000000000
Germ Warfare, nil, 0,  2.,0, 20a,1d,  1h,1f,  8,0,  0, Gen, 001000001000010
Space Marines,nil, 0,  2.,0, 10a,10d, 2h,3f,  4,0,  0, SFl, 000000000000000
Mech Mercenary,nil, 0,  2.,0, 14a,10d, 2h,3f, 17,0,  0, Sup, 000000000000000
MRLS,         Ldr, 0,  2.,0, 12a,2d,  2h,2f,  9,0,  0, no,  000000000000000
Rebels,       Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Alpine Troops,Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000000
L Armor,      nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Heavy Armor,  nil, 0,  1.,0, 14a,10d, 1h,1f, 11,0,  0, Sup, 000000000000000
Light Parateam,Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Med Armor,    Rob, 0,  1.,0, 10a,8d,  2h,2f,  5,0,  0, Mob, 000000000000000
Horsemen,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Aero Arachnid,Sth, 1, 10.,1,  8a,4d,  2h,2f,  6,0,  3, nil, 000000000010001
Tank Arachnid,SE,  0,  2.,2, 12a,4d,  2h,3f,  7,0,  0, nil, 010000000000001
VSOTL,        nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
L Fighter,    nil, 1, 14.,1, 10a,5d,  2h,3f,  8,0,  3, Sth, 000000000010001
H Fighter,    nil, 1, 12.,2, 14a,5d,  3h,4f, 16,0,  0, Sth, 000000000010001
Sea Allies,   Nav, 2,  3.,0,  6a,2d,  5h,2f,  4,2,  4, nil, 000000000100000
Armor,        Mag, 0,  3.,0, 10a,5d,  2h,2f,  4,3,  0, no,  000000000000000
Heavy Armor,  nil, 0,  2.,0, 15a,8d,  3h,3f,  8,4,  0, no,  000000000000000
Cannon,       E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Artillery,    E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Orbtl Cruiser,nil, 1, 30.,127, 20a,15d, 4h,4f, 20,20,  3, SFl, 110010001000011
Aero2,        AFl, 1,  5.,0,  5a,2d,  3h,2f,  3,0,  3, nil, 100000000000001
M Cruiser,    nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 110000000000001
M Battleship, nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Sea Carrier,  nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
Sea Transport,nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Cruise Missle,nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Missle,nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
PsychWrfr Unit,nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Trader,       nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, Tra, 000000000000010
Bulk Trader,  nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
HARS,         Gue, 1,  5.,127,  0a,1d,  1h,1f,  5,0,  0, Mob, 000001000000010
Mechanized Inf,nil, 0,  1.,0, 10a,11d, 3h,2f,  5,0,  0, NP,  010000100010101
Land Rover TRK,nil, 0,  2.,0, 14a,8d,  2h,1f, 11,1,  1, SFl, 000001000000000
Landing Craft,nil, 1,  8.,127,  4a,8d,  2h,2f, 10,0,  1, SFl, 010000000010010
Elite Guards, nil, 0,  2.,0, 10a,10d, 2h,1f, 10,0,  0, Sup, 010001101010011
Heavy Infantry,nil, 0,  1.,0,  9a,7d,  2h,1f,  6,0,  0, Sup, 010001100010100
Mbl Infantry, nil, 0,  1.,0,  8a,8d,  2h,1f,  5,0,  0, SFl, 000001100000110
Bronco II,    nil, 1,  5.,2,  9a,2d,  3h,2f,  6,0,  3, Fli, 000000000000000
Sactuary Vols,nil, 0,  1.,0, 10a,4d,  2h,1f,  4,0,  0, NP,  000001000000010
Fleet Guard,  nil, 0,  1.,0,  7a,7d,  2h,1f,  4,0,  0, SFl, 000000100000000
Bulk Trader,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  7, no,  000000000000000
Plasma Cannon,nil, 0,  2.,0, 16a,5d,  2h,4f,  7,0,  0, FP,  010000001010001

;
; 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
Volcanic Ash,1,2,  0,1,0,   yes, 1, 5, 6,   yes, 3, 5,  3,  Pln,   ; Drt
Grassland,  1,2,  2,1,0,   yes, 1, 5, 6,   For, 0,15,  5,  Grs,   ; Pln
Plains,     1,2,  5,1,0,   yes, 4, 5, 6,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,1,0,   no,  1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 4,10,  5,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Ice Cap,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Hills,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Plains,     1,2,  3,1,0,
Fruit,      1,2,  1,3,0,
Forest,     1,2,  2,1,0,
Deer,       2,3,  3,2,0,
Mountains,  2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Ivory,      1,2,  3,1,0,
Swamp,      2,2,  1,1,4,
Jungle,     2,3,  1,4,0,
Iron,       2,3,  1,0,4,
Shrimp,     1,2,  3,0,2,
Fruit,      1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Deer,       1,2,  2,1,0,
Fur Pelts,  2,3,  1,2,3,
Gold,       2,4,  1,0,4,
Ivory,      3,6,  0,4,0,
Moose,      1,2,  2,0,3,
Gems,       2,2,  0,4,0,
Gems,       2,3,  3,0,4,
Shrimp,     2,3,  4,0,1,
Whale,      1,2,  2,2,3,




@GOVERNMENTS
Desopotism,     Emperor,     Emperess
Monarchy,       King,        Queen
Anarchy,        Consul,      Consul
Communism,      Comrad,      Comrad
Democracy,      President,   President
Republic,       Mr.,         Mrs.
Fundamentalism, High Priest, High Priestess

;
;   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
Comrade,      Republic,            0, 1, 0, Fundamentalism,High Priest, 0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Democracy,    President,           0, 2, 0, President,   Dictator,   -1, -1,  1,
Dictator,     Imperator,           0, 3, 3, Imperatrix,  Dictator,    1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ishtari,      Babylonians,         1, 4, 0, Babylonian,  Archbishop,  0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Archbishop,   Chancellor,          0, 5, 1, Chancellor,  Pharaoh,    -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Pharaoh,      Great Pharaoh,       1, 6, 1, Great Pharaoh,Reverend,    0,  1, -1,     6, Prime Minister, Prime Minister
Speaker,      Reverend,            0, 7, 2, Reverend,    Speaker,    -1, -1,  0,     2, Maharaja, Maharaja,
Prime Minister,Greeks,              1, 1, 0, Greek,       Prime Minister, 1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Indian,       Maharaja,            0, 2, 0, Maharaja,    Czar,        1,  0,  0,
Czarina,      Patriarch,           0, 3, 3, Matriarch,   Czar,        1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Shakala,      Zulus,               0, 4, 0, Zulu,        Archbishop,  0, -1,  1,
Archbishop,   Premier,             0, 5, 2, Premier,     Archbishop,  0,  0,  1,     3, Chairman, Chairperson
Premier,      Montezuma,           1, 6, 3, Nazca,       Aztecs,      0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Chinese,      Chairman,            0, 7, 0, Chairperson, Lord Protector, 1,  1, -1,
Lady Protector,Prime Minister,      1, 1, 0, Prime Minister,Lord Protector,-1,  1,  0,     4, Druid, Druid
Prime Minister,Genghis Khan,        0, 2, 2, Bortei,      Mongols,     1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Celtic,       Druid,               1, 3, 0, Druid,       Shogun,      1,  1,  0,     1, Warlord, Warlord
Prime Minister,Shogun,              1, 4, 0, Shogun,      Prime Minister,-1,  1, -1,     4, Archbishop, Archbishop
Warlord,      Vikings,             0, 5, 0, Viking,      Warlord,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Spanish,      Archbishop,          0, 6, 0, Archbishop,  Shah,        0,  0, -1,
Shah,         Ayatollah,           0, 7, 0, Ayatollah,   Shah,        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
Dido,
Platinum,
Carthagin,
Mai Nuts,
Chief,
Polyester,
Less Chi,
Copper,
Computers,
Main Chi,
Great Chi,
Hides,
Wool,
Opium,
Cloth,
Salt,


@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













