;
;   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.
;
;   Modified for the scenario "Arabia Awakes", version 1.2

;
;   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
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
40      ; 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
0       ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
80      ; 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)
2       ; 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,  no,  no,  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,  Cor, 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
Religious Conviction,0,0,  Feu, Hor, 1, 2    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
*Combined Arms,     5,-1,  no,  no,  3, 0    ; CA
Arms Import Links,  5,-1,  War, nil, 2, 0    ; Cmb
Communism,          5, 0,  Phi, U1,  2, 2    ; Cmn
*Computers,         4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  U1,  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,  no,  no,  3, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
*Environmentalism,  3, 1,  no,  no,  3, 2    ; Env
Religious Sanction, 0, 0,  no,  no,  1, 2    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Lab, nil, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
*Fusion Power,      3, 0,  no,  no,  3, 3    ; FP
*Genetic Engineering,3,2,  no,  no,  3, 3    ; Gen
Public Approval,    4, 1,  Cmn, Tac, 2, 3    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
English Science,    0, 0,  Fli, Aut, 2, 0    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Armoured Cars,      4,-1,  Cmb, War, 2, 0    ; Lab
*The Laser,         4, 0,  no,  no,  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,  no,  no,  3, 4    ; Min
*Mobile Warfare,    8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Islam,              5, 1,  nil, nil, 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,-1,  Nav, Lit, 1, 3    ; Phy
*Plastics,          4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
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,  SE,  Bri, 2, 1    ; RR
*Recycling,         2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Intense Land Use,   4, 2,  Eng, Sth, 2, 4    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
*Robotics,          5,-2,  no,  no,  3, 0    ; Rob
*Rocketry,          6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
*Space Flight,      4, 1,  no,  no,  3, 3    ; SFl
Settled Society,    0, 0,  Tra, Ban, 3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE
Steel,              4,-1,  E1,  U1,  2, 4    ; Stl
Wahhabi Revival,    0, 0,  nil, Chi, 2, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 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
Modern Weaponry,    4,-2,  U3,  nil, 2, 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    ; ...
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; U1
Turkish Science,    0, 0,  E1,  Stl, 2, 0    ; U2
Arab Science,       0, 0,  nil, nil, 1, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; 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,
Royal Majlis,            10,  0,    nil,
Barracks-NA,              4,  1,    no,
Granary,                  8,  1,    nil,
Mutawain,                 4,  2,    MT,
Money-changers,           8,  1,    Cur,
Madrassa,                 8,  1,    MT,
Governor's Majlis,        8,  1,    nil,
City Walls,               6,  0,    nil,
Aqueduct,                 8,  2,    nil,
Souq,                     12, 2,    nil,
Mosque,                   8,  1,    MT,
Western-style Academy,    16, 3,    U1,
Mass Transit,             16, 4,    no,
Colosseum,                10, 4,    no,
Factory,                  20, 4,    U1,
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,
Stock Exchange,           16, 4,    no,
Sewer System,             12, 2,    San,
Enhanced Water Supply,    16, 2,    Rfg,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Sea,
Offshore Platform,        16, 3,    no,
Railroad Terminus,        16, 3,    no,;this simulates the Amman-Mecca Railroad, and allows the Turks to garrison their forts in the Hejaz
Emirate Police,           6,  0,    no,
Port Facility,            8,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
Forced Loans,             60, 0,    nil,
Pyramids,                 20, 0,    nil,
Hanging Gardens,          20, 0,    no,
Pearl Fields of Al Hasa,  20, 0,    nil,; was the Colossus
English Maritime Expertise,20,0,    nil,; was the Lighthouse
Great Library,            30, 0,    no,
Oracle,                   30, 0,    no,
Great Wall,               30, 0,    no,
Spirit of the Ikhwan,     40, 0,    Sup,;was Sun Tzu's War Academy.
King Richard's Crusade,   30, 0,    no,
Marco Polo's Embassy,     20, 0,    no,
The Grand Mosque,         40, 0,    MT,;was Michaelangelo's Chapel
Al Azhar University,      30, 0,    MT,;was Copernicus's Observatory
Magellan's Expedition,    40, 0,    no,
Shakespeare's Theatre,    30, 0,    no,
British Military Support, 40, 0,    no,;was Leonardo's Workshop
J. S. Bach's Cathedral,   40, 0,    no,
Isaac Newton's College,   40, 0,    no,
Discovery of Oil,         40, 0,    War,;Was Adam Smith's Trading Company
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
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,
Cure for Cancer,          60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Mas,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,       U2,  0,  2.,0,  0a,1d,  2h,1f,  6,0,  5, nil, 000000000000000
Prospectors,    Ind, 0,  2.,0,  0a,2d,  2h,1f,  1,0,  5, Ind, 000000000000000
*Warriors,      Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Townsmen,       U2,  0,  2.,0,  2a,4d,  2h,1f,  3,0,  1, U3,  000000001000000
Bedouin,        Sth, 0,  3.,0,  4a,2d,  2h,1f,  4,0,  0, U3,  000000001000000
Bedouin,        U2,  0,  3.,0,  4a,2d,  2h,1f,  7,0,  0, Sth, 000000001000000
Yemeni Tribesmen,nil,0,  0.,0,  0a,3d,  2h,1f,  3,0,  1, no,  000001000000010
Riflemen,       Ind, 0,  2.,0,  3a,3d,  2h,1f,  8,0,  1, U2,  000000001000000
*Fanatics,      nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Armed Loyalists,nil, 0,  1.,0,  4a,3d,  2h,1f,  6,0,  1, no,  000000001000010
Riflemen,       U2,  0,  3.,0,  5a,3d,  3h,1f,  6,0,  1, War, 000000001000000
Riflemen,       nil, 0,  2.,0,  5a,4d,  3h,1f,  4,0,  1, Ind, 000100001000000
Machine Guns,   nil, 0,  2.,0,  3a,6d,  3h,1f,  5,0,  1, Ind, 000100000000000
*Paratroopers,  nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000000000000
Armoured Cars,  nil, 0,  6.,0,  6a,4d,  3h,1f,  8,0,  0, Lab, 000100000000000
Bedouin Cavalry,Sth, 0,  5.,0,  5a,1d,  2h,1f,  4,0,  0, U3,  000000000000010
*Chariots,      nil, 0,  5.,0,  5a,1d,  2h,1f,  4,0,  0, no,  000000000000010
*Elephant,      nil, 0,  5.,0,  5a,1d,  2h,1f,  4,0,  0, no,  000000000000010
Bedouin Raiders,U3,  0,  5.,0,  6a,3d,  2h,1f,  6,0,  0, nil, 000000000000010
Ikhwan,         U2,  0,  4.,0,  5a,3d,  2h,1f,  5,0,  0, Sup, 000000001000000
Cavalry,        Ind, 0,  4.,0,  5a,2d,  2h,1f, 10,0,  2, U2,  000000000000000
Cavalry,        nil, 0,  4.,0,  7a,4d,  2h,1f,  5,0,  0, Ind, 000100000000000
*Armor,         nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
*Catapult,      Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Artillery,      U2,  0,  2.,0,  9a,2d,  3h,1f, 10,0,  0, War, 000000001000000
Artillery,      Ind, 0,  2.,0,  9a,1d,  3h,1f, 16,0,  0, U2,  000000001000000
Artillery,      nil, 0,  2.,0, 12a,3d,  3h,1f,  7,0,  0, Ind, 000100001000000
Biplanes,       nil, 1, 14.,2,  4a,3d,  2h,1f,  7,0,  3, Fli, 000100000010001
*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, 14.,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
*Trireme,       Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, no,  000000000100000
Dhow,           Ind, 2,  5.,0,  1a,1d,  1h,1f,  3,3,  4, Nav, 000000000000000
*Galleon,       U1,  2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
*Frigate,       E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
*Ironclad,      E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Destroyer,      nil, 2, 10.,0,  8a,8d,  3h,1f, 10,0,  2, Ind, 100100000000001
*Cruiser,       Roc, 2, 12.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
*AEGIS Cruiser, nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
*Battleship,    nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
*Submarine,     nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
*Carrier,       nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,      nil, 2,  8.,0,  0a,4d,  3h,1f,  5,8,  4, Ind, 000100000000000
*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
Secret Agent,   nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Abdul Aziz,     nil, 0,  4.,0,  0a,5d,  3h,1f,  3,0,  6, no,  000000100000011
Caravan,        Cor, 0,  3.,0,  0a,1d,  1h,1f,  8,0,  7, Tra, 000000000000010
Freight,        nil, 0,  4.,0,  0a,1d,  1h,1f, 15,0,  7, Cor, 000000000000010
*Explorer,      Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Imperial Might, nil, 0,  0.,0,99a,99d,  1h,1f,  5,0,  0, no,  000100000000000;insures that the English are always most militarily powerful
Extra Sea,      nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Extra Air,      nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000

;
; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  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
Plains,     1,2,  2,1,0,   yes, 1, 5, 1,   no,  0,20,  0,  no,    ; Drt
Scrublands, 1,2,  1,1,0,   yes, 1,12, 4,   yes, 1, 6,  0,  no,    ; Pln
Desert,     1,2,  0,1,0,   yes, 1,15, 5,   no,  0,10,  0,  Tun,   ; Grs
Grasslands, 1,2,  3,1,1,   yes, 1, 5, 1,   no,  0, 5,  0,  no,    ; For
Rough,      3,3,  1,1,0,   yes, 1,15, 4,   no,  3,40,  0,  no,    ; Hil
Mountains,  6,4,  1,1,0,   yes, 1, 8, 1,   yes, 2,10,  1,  no,    ; Mou
Prospected, 1,2,  1,1,0,   yes, 2, 5, 1,   no,  0,15,  0,  no,    ; Tun
*Glacier,   2,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  0,  no,    ; Gla
Swamp,      3,3,  2,0,0,   Drt, 0,15, 4,   no,  0,20,  0,  no,    ; Swa
*Jungle,    2,3,  1,0,0,   no,  0,15, 0,   no,  0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Game,       1,2,  3,2,0,
Good Grazing,1,2,  4,2,1,
Desert,     1,2,  0,1,0,
Abundant Rain,1,2,  5,1,1,
Oasis,      1,3,  4,2,2,
Gold,       6,5,  1,1,6,
Oil,        1,2,  1,3,30,
*Ivory,     2,2,  1,1,4,
Naphtha,    3,3,  2,3,0,
*Gems,      2,3,  1,0,4,
Fish,       1,2,  4,0,2,
Spring,     1,2,  4,1,0,
Oasis,      1,2,  4,2,1,
Desert,     1,2,  0,1,0,
Abundant Rain,1,2,  5,1,1,
Oasis,      1,3,  4,1,2,
Marble,     6,5,  1,4,2,
Oil,        1,2,  1,3,30,
*Oil,       1,2,  0,4,0,
Spice,      3,3,  3,0,3,
*Fruit,     2,3,  4,0,1,
Crayfish,   1,2,  4,0,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
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 = Middle 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
;
;  Civilization Attributes are my best guess; some are designed mostly for gameplay (esp. English)
;  Rashids have a generic leader, because they went through so many after Muhammad ibn Rashid's death
@LEADERS
Hussein,       ...,            0, 1, 2, Hashemites1, Hejazi,      1,  1,  0,     2, Sherif, Sherif
Abdul Aziz,   Nura,            0, 2, 2, Al Saud1,    Saudi,       1,  1, -1,     2, Sultan, Sultana
Ibn Rashid,   Bint Rashid,     0, 3, 2, Al Rashid1,  Rashid,      1,  0, -1,     2, Sheik, Sheik
Muhammad V,   ...,             0, 4, 2, Turks1,      Turkish,     0, -1,  0,     4, Caliph, Caliph
Mubarak,      ...,             0, 5, 2, Gulf Emirs1, Gulf,       -1, -1,  0,     3, Emir, Emir
Alexander,    Hippolyta,       1, 6, 1, Greeks1,     Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Yahya,        ...,             0, 7, 2, Yemenites1,  Yemenite,   -1, -1,  0,     2, Imam, Imam
Lenin,        Catherine,       1, 1, 3, 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
Curzon,       Gertrude Bell,   1, 6, 3, English1,    English,    -1, -1,  1,     4, Viceroy, Secretary
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,    Fatima,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,        0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Flour,
Camel's Milk,
Dates,
Qat,
Coconuts,
Silver,
Spice,
Gems,
Gold,
Oil,
Oil,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Outpost,      F
Build Road,         R
Irrigate,           I
Build Mine,         m
Prospect,           O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Sheik
Emir
Sultan
King
Caliph
Prophet

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













