;
;   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)
5       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
5       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
25      ; 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
Demon Summoning,    4,-4,  SFl, nil, 1, 0    ; AFl
Alphabet,           5, 1,  no,  nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  no,  no,  3, 0    ; Amp
Astronomy,          4, 1,  no,  no,  1, 3    ; Ast
Beast Tech,         5, 1,  Rob, E2,  1, 0    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  no,  no,  1, 1    ; Ban
Bridge Building,    4, 0,  Iro, no,  0, 4    ; Bri
Bronze Working,     6,-1,  no,  nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  no,  nil, 0, 2    ; Cer
Chemistry,          5,-1,  no,  no,  1, 3    ; Che
Chivalry,           4,-2,  no,  no,  1, 0    ; Chi
Code of Laws,       4, 1,  no,  nil, 0, 2    ; CoL
Knighthood,         4, 1,  Rob, nil, 1, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  no,  Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  no,  nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Wizardry,           4, 1,  nil, Rob, 1, 3    ; E2 
Engineering,        4, 0,  no,  no,  0, 4    ; Eng
Well Poisoning,     5, 1,  FP,  no,  1, 4    ; Env
Espionage,          2,-1,  no,  Dem, 1, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  no,  Mon, 0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Necromancing,       5, 1,  E2,  Las, 1, 3    ; FP 
Torture,            3, 2,  nil, SFl, 1, 0    ; Gen
Guerrilla Warfare,  4, 1,  nil, no,  1, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  no,  nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  nil, no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
Sorcery,            4, 1,  nil, Rob, 1, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  nil, 0, 1    ; Map
Masonry,            4, 1,  no,  nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  nil, no,  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,  no,  CoL, 0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  no,  nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Evil Summoning,     3, 0,  SFl, nil, 1, 0    ; NP 
Philosophy,         6, 1,  no,  Lit, 1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  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,  Lit, 0, 2    ; Rep
Robotics,           5,-2,  Rob, nil, 3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  nil, no,  0, 1    ; Sea
Space Flight,       4, 1,  NP,  nil, 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
Mutatation,         4, 1,  SFl, Gen, 3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  nil, 0, 0    ; War
The Wheel,          4,-1,  no,  nil, 0, 4    ; Whe
Writing,            4, 2,  no,  nil, 0, 3    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 3    ; FT 
Dragon Special,     3, 0,  no,  no,  1, 2    ; U1 
Noble Special,      3, 0,  no,  no,  1, 2    ; U2 
Valiant Special,    3, 0,  no,  no,  1, 2    ; U3 
Holy Special,       3, 0,  no,  no,  1, 2    ; X1 
Human Tech,         3, 0,  no,  no,  1, 2    ; 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 
XXXXX,              3, 0,  no,  no,  0, 0    ; X6 
Dragon Warfare,     3, 0,  no,  no,  1, 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
Warrior Code,              1, 0,    nil,
Palace,                   10, 0,    no, 
Barracks,                  4, 1,    nil,
Storehouse,                6, 1,    no, 
Temple,                    4, 1,    nil,
Marketplace,               8, 1,    nil,
Library,                   8, 1,    Las,
Castle,                    8, 1,    nil,
Fortification,             8, 0,    no, 
Aqueduct,                  8, 2,    no, 
Bank,                     12, 3,    no, 
Chapel,                   12, 1,    nil,
Extra Advance 7,          16, 3,    no, 
Dragon Warfare,           16, 4,    no, 
Arena,                    10, 1,    nil,
Palace,                   20, 4,    no, 
Barracks,                 32, 6,    no, 
Antidote,                 20, 4,    Env,
Temple,                   20, 2,    no, 
Marketplace,              16, 4,    no, 
Library,                  24, 4,    no, 
Courthouse,               16, 2,    no, 
City Walls,               16, 4,    no, 
Irrigation,               12, 2,    no, 
Bank,                      8, 3,    no, 
Cathedral,                20, 5,    no, 
University,               16, 3,    no, 
Mass Transit,             10, 2,    no, 
Coastal Fortification,     8, 1,    AFl,
Factory,                  32, 4,    no, 
Harbor,                    6, 1,    Sea,
Factory,                  16, 3,    no, 
Magic Laboratory,         10, 3,    FP, 
SDI Defense,               6, 2,    no, 
Ship Program,              8, 3,    no, 
Power Plant,               8, 0,    no, 
Stock Market,             16, 0,    no, 
Nuclear Plant,            32, 0,    no, 
Plundering,               60, 0,    nil,
Sewer System,             20, 0,    no, 
Supermarket,              20, 0,    no, 
Superhighways,            20, 0,    no, 
Research Lab,             20, 0,    no, 
SAM Missile Battery,      30, 0,    no, 
Harbor,                   30, 0,    no, 
Solar Plant,              30, 0,    no, 
Harbor,                   30, 0,    no, 
Offshore Platform,        30, 0,    no, 
Airport,                  20, 0,    no, 
Police Station,           40, 0,    no, 
Port Facility,            30, 0,    no, 
SS Structural,            40, 0,    no, 
Plundering,               30, 0,    no, 
SS Module,                40, 0,    no, 
(Capitalization),         40, 0,    no, 
Pyramids,                 40, 0,    no, 
Hanging Gardens,          40, 0,    no, 
Colossus,                 40, 0,    no, 
Lighthouse,               40, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   60, 0,    no, 
Great Wall,               60, 0,    no, 
Sun Tzu's War Academy,    60, 0,    no, 
King Richard's Crusade,   60, 0,    no, 
Marco Polo's Embassy,     60, 0,    no, 
Michelangelo's Chapel,    60, 0,    no, 
Copernicus' Observatory,  60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Sewer System
RR,         ; Supermarket
Fli,        ; Superhighways
Mag,        ; Research Lab
E1,         ; SAM Missile Battery
The,        ; Harbor
Met,        ; Solar Plant
Mob,        ; Harbor
Ind,        ; Offshore Platform
Cmn,        ; Airport
nil,        ; Police Station
nil,        ; Port Facility
nil,        ; SS Structural
nil,        ; Plundering
Aut,        ; SS Module
nil,        ; (Capitalization)
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's Chapel
nil,        ; Copernicus' Observatory


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     nil, 0,  1.,0,  1a,1d,  2h,1f,  5,0,  5, nil, 000000000000000
Noble Guard,  U2,  0,  1.,0,  2a,3d,  1h,1f,  3,0,  1, War, 000010000000000
Valiant Guard,U3,  0,  1.,0,  2a,3d,  1h,1f,  3,0,  1, War, 000010000000000
Holy Guards,  X1,  0,  1.,0,  2a,3d,  1h,1f,  3,0,  1, War, 000010000000000
N. Warriors,  U2,  0,  1.,0,  5a,2d,  1h,1f,  4,0,  1, War, 000000000000000
V. Warriors,  U3,  0,  1.,0,  5a,2d,  1h,1f,  4,0,  1, War, 000000001000000
H. Warriors,  X1,  0,  1.,0,  5a,2d,  1h,1f,  4,0,  1, War, 000000000000000
Noble Wizard, U2,  0,  1.,0,  6a,2d,  2h,2f,  6,0,  1, Las, 000001100000011
Valiant Wizard,U3,  0,  1.,0,  6a,2d,  2h,2f,  6,0,  1, Las, 000001100000011
Dissident,    X2,  0,  1.,0,  3a,3d,  1h,1f,  2,0,  1, Gue, 000000000000000
Holy Wizard,  X1,  0,  1.,0,  6a,2d,  2h,2f,  6,0,  1, Las, 000000110000011
Warlock,      X2,  0,  1.,0,  6a,4d,  3h,1f,  4,0,  1, E2,  000000111010011
Noble Beast,  U2,  0,  2.,0,  8a,3d,  3h,1f,  8,0,  0, Ato, 000000101010010
Valiant Beast,U3,  0,  2.,0,  8a,3d,  3h,1f,  8,0,  1, Ato, 000000101010010
Holy Beast,   X1,  0,  2.,0,  8a,3d,  3h,1f,  8,0,  1, Ato, 000000101010011
Noble Riders, U2,  0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, Hor, 000000000000000
Valiant Riders,U3,  0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, Hor, 000000000000000
Holy Riders,  X1,  0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, Hor, 000000000000000
Noble Elite,  U2,  0,  2.,0,  5a,2d,  2h,2f,  6,0,  0, CA,  000000000000000
Valiant Elite,U3,  0,  2.,0,  5a,2d,  2h,2f,  6,0,  0, CA,  000000000000000
Holy Elite,   X1,  0,  2.,0,  5a,2d,  2h,2f,  6,0,  0, CA,  000000000000000
Night Riders, X2,  0,  2.,0,  8a,3d,  3h,1f,  7,0,  0, Las, 000000001000000
Dark Riders,  X2,  0,  3.,0, 10a,5d,  3h,2f,  8,0,  0, FP,  000000001000000
Gargoyle,     U2,  0,  2.,2,  6a,2d,  2h,2f,  6,0,  0, Ato, 000001000000000
Archangel,    U3,  0,  2.,2,  6a,2d,  2h,2f,  6,0,  0, Ato, 000001000000000
Swamp Creature,X1,  0,  2.,0,  6a,2d,  2h,2f,  6,0,  0, Ato, 000001000000000
Necromancer,  X2,  0,  2.,0, 12a,4d,  3h,3f, 12,0,  0, FP,  000000001010011
Bat Swarm,    X2,  1, 10.,1,  4a,4d,  2h,2f,  6,0,  3, E2,  000000000010001
Insect Swarm, X2,  1, 12.,1, 10a,4d,  2h,2f, 12,0,  0, Las, 000000000000001
Sorcerer,     X2,  1,  8.,0,  9a,3d,  3h,2f, 10,0,  0, Las, 000000000010001
Pegasus,      X2,  1, 14.,1,  9a,4d,  2h,2f,  8,0,  3, Las, 000000000010001
Phantom,      X2,  1, 12.,2, 14a,5d,  3h,2f, 16,0,  0, FP,  000000000000001
Assault Ship, X2,  2,  5.,0,  4a,3d,  2h,1f,  4,0,  4, nil, 000000000000000
Scout Ship,   X2,  2, 12.,0,  2a,2d,  1h,1f,  2,1,  4, nil, 100000000000001
Frigate,      X2,  2,  6.,0,  5a,5d,  2h,1f,  6,0,  4, nil, 000000000000000
Warship,      X2,  2,  5.,0,  8a,6d,  2h,2f,  9,0,  2, Nav, 000000000000000
N. Serpent,   U2,  2,  4.,0,  6a,5d,  2h,3f,  6,0,  2, Ato, 000000000001000
V. Serpent,   U3,  2,  4.,0,  6a,5d,  2h,3f,  6,0,  2, Ato, 000000000001000
H. Serpent,   X1,  2,  4.,0,  6a,5d,  2h,3f,  6,0,  2, Ato, 000000000001000
Giant Squid,  U1,  2,  7.,0,  6a,4d,  2h,2f,  8,0,  2, Gen, 000000000001000
Queen Serpent,U1,  2,  4.,0, 12a,12d, 3h,3f, 16,0,  2, Sup, 000000000001001
Serpent Pod,  U1,  2,  4.,0,  6a,4d,  2h,1f,  6,4,  2, X7,  000000000001001
Storm Spell,  nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    X2,  2,  9.,0,  0a,3d,  3h,1f,  5,4,  4, nil, 000000000000000
Spells,       X2,  1, 20.,1, 18a,0d,  3h,3f,  6,0,  0, E2,  001000000000000
Black Plague, X2,  1,  8.,1, 99a,0d,  1h,1f, 16,0,  0, Env, 001000000000000
Envoy,        Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Sabateur,     X2,  0,  4.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Traders,      X2,  0,  1.,0,  0a,4d,  2h,1f,  5,0,  7, Tra, 000001000000010
Man of War,   nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Explorer,     X2,  0,  4.,0,  0a,2d,  1h,1f,  3,0,  0, Sea, 000001000000010
Hydra,        U1,  0,  2.,0,  7a,4d,  2h,2f,  6,0,  0, NP,  000000000000000
Reptilian,    U1,  0,  2.,0,  5a,7d,  2h,1f,  6,1,  1, AFl, 000000000000000
Attack Dragon,U1,  1,  5.,2,  8a,8d,  2h,2f,  6,0,  0, X7,  000000000000000
Scout Dragon, U1,  1,  3.,0,  3a,3d,  2h,1f,  3,0,  0, X7,  000000000000000
War Dragon,   U1,  0,  2.,0,  8a,5d,  2h,1f,  6,0,  0, X7,  000001000000000
Dragon Guard, U1,  0,  2.,0,  4a,3d,  2h,1f,  5,0,  1, X7,  010010000000000
Demonic Dragon,U1,  0,  2.,0,  8a,4d,  2h,3f,  5,0,  0, AFl, 000000000000000
Savage Dragon,U1,  0,  1.,0,  8a,2d,  2h,2f,  6,0,  0, Gen, 001000000000000
Evil Dragon,  U1,  0,  2.,0,  6a,6d,  2h,1f,  5,0,  0, NP,  000000100000000
Craggor,      U1,  0,  0.,0,  0a,10d, 4h,4f,  1,0,  1, no,  010010000000001
Mutant Dragon,U1,  0,  3.,0, 18a,2d,  2h,2f, 10,0,  0, Sup, 001000000000000

;
; 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
Dessert,    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,
Resources,  1,2,  2,1,0,
Game Bird,  2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Walrus,     2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Wealth,     1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Pelts,      1,2,  2,0,3,
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
Wealth,         Silk,        Wine
Evil Following, Leader,      Oil
Evil Following, Leader,      Whales
Monarchy,       Lord,        Ms.
Monarchy,       Leader,      Leader
Kingship,       King,        Queen
Monarchy,       Lord,        Emperess

;
;   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
Fundamentalism,Priest,              0, 1, 0, Priest,      Republic,    1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
President,    Lord,                0, 2, 3, Swamp,       Satanism,    0,  0,  0,
Heretic,      Dictator,            0, 3, 1, Dictator,    Imperator,  -1,  0,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Democracy,    Peat,                1, 4, 2, Gems,        Fish,       -1, -1,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Chancellor,   Imperator,           0, 5, 1, Imperatrix,  Glacier Oil,-1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Great Pharaoh,Citizen,             1, 6, 1, Despotism,   Archbishop,  0,  1, -1,     6, Prime Minister, Prime Minister
Reverend,     Speaker,             0, 7, 2, Speaker,     High Dragon,-1, -1,  0,     2, Maharaja, Maharaja,
Pharaoh,      Prime Minister,      1, 1, 3, Prime Minister,Consul,      1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Maharaja,     Speaker,             0, 2, 0, Speaker,     Roman,       1,  0,  0,
Dictator,     Czar,                0, 3, 3, Czarina,     Patriarch,   1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Frederick,    Maharaja,            0, 4, 0, Maharaja,    German,      0, -1,  1,
Archbishop,   Archbishop,          0, 5, 2, Archbishop,  Premier,     0,  0,  1,     3, Chairman, Chairperson
Matriarch,    Egyptian,            1, 6, 3, Pharaoh,     Pharaoh,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Chairperson,  Archbishop,          0, 7, 0, Archbishop,  Premier,     1,  1, -1,
Premier,      Lord Protector,      1, 1, 0, Lady Protector,Prime Minister,-1,  1,  0,     4, Druid, Druid
Prime Minister,Prime Minister,      0, 2, 2, Mohandas Gandhi,Chairman,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Druid,        Lord Protector,      1, 3, 3, Lady Protector,Prime Minister, 1,  1,  0,     1, Warlord, Warlord
Shogun,       Prime Minister,      1, 4, 3, Prime Minister,Shakala,    -1,  1, -1,     4, Archbishop, Archbishop
Louis XIV,    Warlord,             0, 5, 0, Warlord,     French,      0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Archbishop,   Prime Minister,      0, 6, 0, Prime Minister,Aztec,       0,  0, -1,
Mao Tse Tung, Shah,                0, 7, 0, Shah,        Ayatollah,   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,
Spices,
Slaves,
Tea,
Cotton,
Wool,
Silk,
Wine,
Jewls,
Timber,
Paper,
Salt,
Pepper,
Tin,
Bronze,
Iron,


@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













