;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 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
8       ; Fundamentalism pays support for all units past this
15      ; 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
Stirrups,           4,-2,  Feu, Hor, 1, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Diplomacy,          3,-2,  Tra, Phi, 1, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Craftmanship,       4,-1,  Eng, Phi, 1, 4    ; Ato
(Automobile),       6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, Map, 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
Alchemy,            5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  AFl, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Siege Engineering,  5,-1,  Eng, Chi, 1, 0    ; CA 
Infantry Tactics,   5,-1,  Feu, Iro, 1, 0    ; Cmb
(Communism),        5, 0,  no,  no,  2, 2    ; Cmn
Camel Riding,       4, 1,  nil, no,  0, 0    ; Cmp
Ballistics,         7,-1,  CA,  X3,  1, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
(Democracy),        5, 1,  no,  no,  2, 2    ; Dem
International Trade,4, 1,  Ban, Amp, 1, 1    ; Eco
Electricity,        4, 0,  no,  Mag, 2, 4    ; E1 
(Electronics),      4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
(Fundamentalism),   3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
(Guerrilla Warfare),4, 1,  no,  no,  3, 0    ; Gue
Worthless Tech,     1, 0,  nil, no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
(Industrialization),6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
The Compass,        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,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
(Mobile Warfare),   8,-1,  no,  no,  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,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4, 0,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
The Crossbow,       4, 0,  Eng, Chi, 1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
(Radio),            5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 1, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Pointless Tech,     1, 0,  Chi, Plu, 0, 3    ; FT 
Islam,              7, 0,  no,  no,  0, 0    ; U1 
Christianity,       7, 0,  no,  no,  0, 0    ; U2 
The Holy Lance,     1, 0,  no,  no,  1, 2    ; U3 
Slave Trade,        1, 0,  Nav, Sea, 0, 0    ; X1 
Greek Fire,         3, 0,  Che, Nav, 0, 0    ; X2 
Architecture,       8, 0,  Ato, Phi, 1, 3    ; X3 
Holy Devotion,      3, 0,  The, MT,  1, 2    ; 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,
Palace,                   10, 0,    nil,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Prison,                    8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
Academy,                  12, 2,    Uni,
Mass Transit,             16, 4,    no, 
Tournament Games,         10, 4,    Cst,
Factory,                  20, 4,    no, 
Manufacturing Plant,      32, 6,    no, 
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, 
Slave quarry,             16, 4,    no, 
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    no, 
Customs,                  10, 3,    Eco,
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Cst,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Water Wheel,               8, 1,    Eng,
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Dock,                      6, 3,    Nav,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Pyramids,                 20, 0,    Mas,
Umajjyad Mosque,          20, 0,    Pot,
Great Mosque,             20, 0,    Bro,
Lighthouse,               20, 0,    nil,
Great Library,            30, 0,    Lit,
Mosque of the Prophets Grave,30, 0,    Mys,
The three Walls,          30, 0,    Mas,
The German Knight Order,  30, 0,    AFl,
The Wailing Wall,         30, 0,    nil,
Ibn Bututa's Embassy,     20, 0,    Tra,
Basillican,               40, 0,    MT, 
Platons Academy,          30, 0,    Ast,
Magellan's Expedition,    40, 0,    no, 
Holy Sepulchre,           30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
Notre Dame,               40, 0,    MT, 
Hagia Sophia,             40, 0,    nil,
The Hanseatic League,     40, 0,    Eco,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Masoleum,                 30, 0,    nil,
Women's Suffrage,         60, 0,    no, 
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, 
Dome of the Rock,         60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Umajjyad Mosque
nil,        ; Great Mosque
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Mosque of the Prophets Grave
nil,        ; The three Walls
nil,        ; The German Knight Order
Alp,        ; The Wailing Wall
nil,        ; Ibn Bututa's Embassy
nil,        ; Basillican
nil,        ; Platons Academy
nil,        ; Magellan's Expedition
nil,        ; Holy Sepulchre
nil,        ; Leonardo's Workshop
nil,        ; Notre Dame
nil,        ; Hagia Sophia
nil,        ; The Hanseatic League
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Masoleum
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo program
nil,        ; SETI Program
nil,        ; Dome of the Rock


;
;    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
Peasants,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,1d,  1h,1f,  8,0,  5, X3,  000000000000000
Light Infantry,Feu, 0,  1.,0,  1a,2d,  2h,1f,  2,0,  1, U2,  000000000000000
Light Infantry.,Feu, 0,  1.,0,  1a,2d,  2h,1f,  2,0,  1, U1,  000000000000000
Pikemen,      U1,  0,  1.,0,  2a,2d,  2h,1f,  2,0,  1, Feu, 000010000000000
Lancers.,     U2,  0,  1.,0,  2a,2d,  2h,1f,  2,0,  1, Feu, 000010000000000
Infantry,     U1,  0,  1.,0,  4a,2d,  2h,1f,  4,0,  0, Iro, 000000000000000
The Pope,     no,  0,  1.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Children,     no,  0,  1.,0,  0a,0d,  1h,1f,  1,0,  0, no,  000000000001010
Infantry.,    U2,  0,  1.,0,  4a,2d,  2h,1f,  4,0,  0, Iro, 000000000000000
Heavy Infantry.,U2,  0,  1.,0,  5a,2d,  2h,1f,  5,0,  0, Iro, 000000000000000
Halberdiers,  U1,  0,  1.,0,  5a,2d,  2h,1f,  5,0,  0, Cmb, 000000000000000
Crossbowmen,  nil, 0,  1.,0,  3a,3d,  1h,2f,  4,0,  1, Plu, 000000000000000
Archer,       U1,  0,  1.,0,  3a,2d,  1h,2f,  3,0,  1, War, 000000000000000
Archer.,      U2,  0,  1.,0,  3a,2d,  1h,2f,  3,0,  1, War, 000000000000000
Cavalry.,     U2,  0,  2.,0,  5a,1d,  2h,1f,  5,0,  0, AFl, 000000000000000
Mamluks,      U2,  0,  2.,0,  4a,2d,  2h,2f,  7,0,  0, Chi, 000010000000000
Horse Archer, U2,  0,  2.,0,  4a,2d,  1h,2f,  5,0,  0, War, 000000000000000
Cavalry,      U1,  0,  2.,0,  4a,2d,  2h,1f,  5,0,  0, Hor, 000000000000000
Knight Templar,U1,  0,  2.,0,  6a,1d,  2h,2f,  8,0,  0, U3,  000000000000000
Heavy Cavalry,U1,  0,  2.,0,  5a,1d,  2h,1f,  5,0,  0, AFl, 000000000000000
Knights,      U1,  0,  2.,0,  4a,2d,  2h,2f,  7,0,  0, Chi, 000010000000000
Mercenaries,  nil, 0,  0.,0,  1a,2d,  2h,1f,  2,0,  1, no,  000000000000000
Catapult,     nil, 0,  1.,0,  6a,1d,  1h,2f,  4,0,  0, CA,  000000000000000
Siege Tower,  nil, 0,  1.,0,  6a,1d,  1h,1f,  5,0,  0, Ato, 000000001000000
Trébuchet,    nil, 0,  1.,0,  6a,1d,  1h,3f,  5,0,  0, Csc, 000000000000000
Bichop,       no,  0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Johanith,     U1,  0,  1.,0,  5a,2d,  2h,2f,  7,0,  0, U3,  000000000000100
Camel Riders, U2,  0,  1.,0,  4a,2d,  2h,1f,  5,0,  0, Cmp, 000001000000010
Slaves,       U2,  0,  1.,0,  3a,2d,  1h,1f,  1,0,  0, X1,  100000000000001
Fanatics,     U1,  0,  1.,0,  4a,1d,  1h,1f,  1,0,  0, MT,  000000000010001
Scouts,       U1,  0,  2.,0,  3a,2d,  2h,1f,  5,0,  0, AFl, 000001000000010
Cog,          Nav, 2,  4.,0,  0a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Caravel,      U1,  2,  5.,0,  3a,1d,  1h,1f,  6,3,  4, Nav, 000000000000000
Ousaios,      U2,  2,  4.,0,  3a,1d,  1h,1f,  5,4,  4, Nav, 000000000000000
Dromon,       U2,  2,  4.,0,  4a,1d,  2h,1f,  6,0,  2, Nav, 000000000100000
Galleon,      nil, 2,  6.,0,  0a,2d,  2h,1f,  6,4,  2, Mag, 000000000000000
Galleas,      nil, 2,  5.,0,  4a,1d,  2h,1f,  7,0,  2, Mag, 000000000000001
Fire Galley,  U2,  2,  3.,0,  0a,2d,  1h,1f,  8,0,  4, X2,  000000010000000
Missionary,   U1,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Amp, 000000000000010
Envoy,        U2,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Amp, 000000000000010
Caliph,       nil, 0,  0.,0,  2a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Sultan,       nil, 0,  0.,0,  2a,0d,  1h,1f,  1,0,  1, no,  000000000000000
King.,        nil, 0,  0.,0,  2a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Greek Fire,   U2,  1,  1.,1,  6a,0d,  1h,1f,  1,0,  0, X2,  001000000000000
(Nuclear),    no,  1, 42.,0,  0a,30d, 5h,5f,  1,0,  0, no,  000000000000001
Armed Peasants,U1,  0,  1.,0,  3a,2d,  1h,1f,  1,0,  0, X4,  000000000000000
Inquisitor,   U1,  0,  3.,0,  0a,0d,  1h,1f,  6,0,  6, X4,  000000000000011
Merchant,     U1,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Caravan,      U2,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Castle,       nil, 0,  0.,0,  0a,4d,  4h,1f, 100,0,  0, no,  000000000000001
Marine Troops,U2,  0,  1.,0,  5a,1d,  1h,2f,  5,0,  0, Nav, 000000000000100
Marine Troops,U1,  0,  1.,0,  5a,1d,  1h,2f,  5,0,  0, Nav, 000000000000100
Hashishin,    U2,  0,  1.,0,  2a,0d,  1h,8f,  3,0,  0, X4,  001001001000010
Farmers,      nil, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  1, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  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
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,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   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,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     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
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Caliphate,      Caliph,      Caliph
Fundamentalism, High Priest, High Priestess
Noble Rule/Interregium,King, Queen
Democracy,      President,   President

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

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



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


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


@DIFFICULTY
Peasant
Crusader
Knight
King
Saint
Son of God

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













