;
;   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
6       ; Fundamentalism pays support for all units past this
8       ; Communism is equivalent of this palace distance.
0       ; 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)
100      ; 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
Kyanite Booster,    4,-2,  Rad, Too, 3, 4    ; AFl
Post-binary Code,   5, 1,  nil, nil, 0, 3    ; Alp
Trans-sonic Weapons,3,-2,  Nav, Tac, 3, 0    ; Amp
Friedmon Propagation,4, 1,  Mys, Mat, 1, 3    ; Ast
Inverse Field Theory,4,-1,  ToG, Phy, 2, 3    ; Ato
Metrodynamics,      6,-1,  Cmb, Stl, 3, 4    ; Aut
Spatio-temporal Bank,4, 1,  Tra, Rep, 1, 1    ; Ban
Tectonic Stablizer, 4, 0,  Iro, Cst, 0, 4    ; Bri
Ioffe Drive,        6,-1,  nil, nil, 0, 4    ; Bro
Virtual Existentialism,5, 0,  nil, nil, 0, 2    ; Cer
Dynamic Acyclicity, 5,-1,  Uni, Med, 1, 3    ; Che
Cyprino-fractal,    4,-2,  Feu, Hor, 1, 0    ; Chi
Windows 3000,       4, 1,  Alp, nil, 0, 2    ; CoL
Noctilucent Avionics,5,-1,  Mob, AFl, 3, 0    ; CA 
Beloni-fractal,     5,-1,  Ref, Exp, 2, 4    ; Cmb
Post-Globalism,     5, 0,  Phi, Ind, 2, 2    ; Cmn
Boson Architecture, 4, 1,  Min, MP,  3, 4    ; Cmp
Riemann's Hull,     7,-1,  Ban, Met, 2, 0    ; Csc
Sub-sea Modules,    4, 0,  Mas, Cur, 0, 4    ; Cst
Virtual Commerce,   4, 0,  Ind, Eco, 2, 1    ; Cor
Hypernet Trade,     4, 1,  Bro, nil, 0, 1    ; Cur
Access Denied,      5, 1,  no,  nil, 2, 2    ; Dem
Metanet Market,     4, 1,  Uni, Ban, 2, 1    ; Eco
Pisonic Energy,     4, 0,  Met, Mag, 2, 4    ; E1 
n-pode Applications,4, 1,  E1,  Cor, 3, 4    ; E2 
Tectonic Engineering,4, 0,  Whe, Cst, 0, 4    ; Eng
Mesonic Flux,       3, 1,  Rec, SFl, 3, 2    ; Env
Omni-data Matrix,   2,-1,  Cmn, Inv, 3, 0    ; Esp
ProtoTerraforming,  5, 0,  Gun, Che, 2, 4    ; Exp
Binary Humanism,    4,-1,  War, Mon, 0, 0    ; Feu
Bathystrato Tech.,  4,-1,  Cmb, ToG, 2, 4    ; Fli
Meta Governance,    3,-2,  MT,  Csc, 2, 2    ; Fun
Singularity Conversion,3, 0,  NP,  Sup, 3, 3    ; FP 
Cyb-Organisms,      3, 2,  Med, Cor, 3, 3    ; Gen
Viral Demolition,   4, 1,  Cmn, Tac, 3, 0    ; Gue
Nernst Application, 8,-2,  Inv, Iro, 1, 0    ; Gun
Bio-Fractals,       4,-1,  nil, nil, 0, 0    ; Hor
Cyber-Biotic Replication,6, 0,  RR,  Ban, 2, 1    ; Ind
Cyber-Biotics,      6, 0,  Eng, Lit, 1, 4    ; Inv
Ionic Transductor,  5,-1,  Bro, War, 0, 4    ; Iro
Capacity Limiters,  4,-1,  MP,  Gue, 3, 2    ; Lab
Hyperonic Beam,     4, 0,  NP,  MP,  3, 3    ; Las
Lepido-fractal,     5,-1,  Chi, Gun, 1, 0    ; Ldr
Toposic Cognition,  5, 2,  Wri, CoL, 0, 3    ; Lit
MicroFabrication,   4,-2,  Stl, Tac, 2, 4    ; Too
Alphaneutralization,4,-1,  Phy, Iro, 1, 3    ; Mag
Betastabalization,  6,-1,  Alp, nil, 0, 1    ; Map
Geoplastics,        4, 1,  nil, nil, 0, 4    ; Mas
Mass Conversion,    5, 0,  Aut, Cor, 3, 4    ; MP 
Covariant Transpositon,4,-1,  Alp, Mas, 0, 3    ; Mat
Organ Synthesis,    4, 0,  Phi, Tra, 1, 1    ; Med
Basaltic Defractor, 6,-2,  Gun, Uni, 1, 0    ; Met
Ectodermic Mining,  4, 1,  Too, E2,  3, 4    ; Min
Echenei-fractal,    8,-1,  Aut, Tac, 3, 0    ; Mob
Cyber-Cephalia,     5, 1,  Cer, CoL, 0, 2    ; Mon
Monotremeism,       5, 1,  Phi, PT,  1, 2    ; MT 
Metatherianism,     4, 0,  Cer, nil, 0, 2    ; Mys
Spinor Field,       6,-1,  Sea, Ast, 1, 1    ; Nav
Entropic Diffusion, 6,-2,  Ato, MP,  3, 3    ; NF 
Entropic Power,     3, 0,  NF,  E2,  3, 3    ; NP 
Digilophysics,      6, 1,  Mys, Lit, 1, 2    ; Phi
Papaetronism,       4,-1,  Nav, Lit, 1, 3    ; Phy
Hyperonics,         4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Phoronid-fractal,   4, 0,  Cer, Hor, 0, 2    ; PT 
Protein Synthesis,  4, 1,  nil, nil, 0, 1    ; Pot
Quanta Teleportation,5,-1,  Fli, E1,  3, 4    ; Rad
Meta-Net,           6, 0,  SE,  Bri, 2, 1    ; RR 
Microcleansing,     2, 1,  MP,  San, 3, 2    ; Rec
Meta-war Tech,      4, 0,  Che, Cor, 2, 4    ; Ref
Seabed Intensification,3, 1,  E1,  San, 3, 1    ; Rfg
Virtual Shareholder,5, 1,  CoL, Lit, 0, 2    ; Rep
Micro-Robotics,     5,-2,  Cmp, Mob, 3, 0    ; Rob
Heisenberg Targeting,6,-2,  AFl, E2,  3, 0    ; Roc
O2 Converters,      4, 2,  Med, Eng, 2, 1    ; San
Land Base,          4, 1,  Map, Pot, 0, 1    ; Sea
Anti-SH program,    4, 1,  Cmp, Roc, 3, 3    ; SFl
Cyber-cloaking,     3,-2,  Sup, Rob, 3, 0    ; Sth
Ozone-32,           4,-1,  Phy, Inv, 2, 3    ; SE 
Gamma Blocker,      4,-1,  E1,  Ind, 2, 4    ; Stl
Subparticle Inducer,4, 1,  Pla, Las, 3, 3    ; Sup
Tactical Subtronics,6,-1,  Csc, Ldr, 2, 0    ; Tac
Interdimensionalism,3, 2,  MT,  Feu, 1, 2    ; The
Anti-space Theorem, 4, 0,  Ast, Uni, 1, 3    ; ToG
BioData Transfer,   4, 2,  Cur, CoL, 0, 1    ; Tra
Hyperanalysis Ring, 5, 1,  Mat, Phi, 1, 3    ; Uni
Cyber Warfare,      4,-1,  nil, nil, 0, 0    ; War
Plasma CPU,         4,-1,  Hor, nil, 0, 4    ; Whe
Hyper Coding,       4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
A,                  3, 0,  no,  no,  0, 0    ; U1 
B,                  3, 0,  no,  no,  0, 0    ; U2 
C,                  3, 0,  no,  no,  0, 0    ; U3 
Hyper-Virus 1,      3, 0,  no,  no,  0, 0    ; X1 
Hyper-Virus 2,      3, 0,  no,  no,  0, 0    ; X2 
Hyper-Virus 3,      3, 0,  no,  no,  0, 0    ; X3 
Hyper-Virus 4,      3, 0,  no,  no,  0, 0    ; X4 
Hyper-Virus 5,      3, 0,  no,  no,  0, 0    ; X5 
Hyper-Virus 6,      3, 0,  no,  no,  0, 0    ; X6 
Hyper-Virus 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,
Corporate HQ,             10, 0,    Mas,
Milit-Soft Server,         4, 1,    nil,
Plankton Processors,       6, 1,    Pot,
Holocentre,                4, 1,    Cer,
Intermarket,               8, 1,    Cur,
Archive,                   8, 1,    Wri,
Control Server,            8, 1,    CoL,
Pressure Dome,             8, 0,    Mas,
Desalinization Plant,      8, 2,    Cst,
Credit Centre,            12, 3,    Ban,
Net Account Centre,       12, 3,    MT, 
Cyber-research Complex,   16, 3,    Uni,
HighCapacity Interface,   16, 4,    MP, 
Virtual Pleasure Server,  10, 4,    Cst,
Hyperchip Fab Plant,      20, 4,    Ind,
Bioelectronics Fab Plant, 32, 6,    Rob,
Ultima Firewall,          20, 4,    Las,
Bio-Regeneration Project, 20, 2,    Rec,
Catalytic Biomass Plant,  16, 4,    Ref,
Thermal Differential Gen, 24, 4,    E2, 
Super Processing Unit,    16, 2,    NP, 
Hyperdata Exchange,       16, 4,    Eco,
Substrata Life Support,   12, 2,    San,
Photon Enhanced Farming,   8, 3,    Rfg,
Metanet Upgrade,          20, 5,    Aut,
Fractalinear CPU,         16, 3,    Cmp,
Anti-orbiter Defense Sys, 10, 2,    Roc,
Littoral Defense System,   8, 1,    Met,
Meson Transducer,         32, 4,    Env,
Land Base,                 6, 1,    Sea,
Crust Extractor,          16, 3,    Min,
Tele-Port,                16, 3,    Rad,
Surveillance Net,          6, 2,    Cmn,
Land Port,                 8, 3,    Amp,
Synthetic Cells,           8, 0,    SFl,
Binary Eggs,              16, 0,    Pla,
Tele-Incubus,             32, 0,    Sup,
Data Conversion,          60, 0,    Cor,
Bill Gates' Mausoleum,    20, 0,    Mas,
Jovian Orbiter,           20, 0,    Pot,
Metalossus,               20, 0,    Bro,
Ionic Locator System,     20, 0,    Map,
Great Net Bot,            30, 0,    Lit,
Pacification Mega Link,   30, 0,    Mys,
MetaViral Projector,      30, 0,    Ldr,
Sandhurst Project,        30, 0,    Feu,
Anti-grav City,           30, 0,    Eng,
Cyber-Hacker Instalation, 20, 0,    Tra,
Loboto-Human Incubation,  40, 0,    MT, 
Bio-Fractal Institute,    30, 0,    Ast,
Cetacian Transformation,  40, 0,    Nav,
Para-Nominal Inducer,     30, 0,    Med,
Cyberbotic Replicator,    40, 0,    Inv,
Clone Deregulation,       40, 0,    The,
Non-Binary Architecture,  40, 0,    ToG,
Ultimat II Megaserver,    40, 0,    Eco,
Alien Artifacts,          40, 0,    RR, 
AI Deregulation,          40, 0,    Dem,
Asteriod Warning System,  30, 0,    SE, 
Big Brother Net,          60, 0,    Ind,
Hyperonic Lens,           60, 0,    E2, 
Bill Gates Project,       60, 0,    NF, 
Crypto-viral Net,         60, 0,    Cmn,
Final Solution,           60, 0,    SFl,
Cyber-clone Linking,      60, 0,    Cmp,
Hypothalmic Manipulation, 60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Bill Gate's Mausoleum
RR,         ; Jovian Orbiter
Fli,        ; Metalossus
Mag,        ; Ionic Locator System
E1,         ; Great Net Bot
The,        ; Pacification Mega Link
Rfg,        ; MetaViral Projector
Mob,        ; Sandhurst Project
Ind,        ; Anti-grav City
Cmn,        ; Cyber-Hacker Instalation
nil,        ; Loboto-Human Incubation
nil,        ; Bio-Fractal Institute
nil,        ; Cetacian Transformation
nil,        ; Para-Nominal Inducer
Aut,        ; Cyberbotic Replicator
nil,        ; Clone Deregulation
nil,        ; Non-Binary Architecture
nil,        ; Ultimat II Megaserver
nil,        ; Alien Artifacts
nil,        ; AI Deregulation
nil,        ; Asteriod Warning System
nil,        ; Big Brother Net
nil,        ; Hyperonic Lens
nil,        ; Bill Gates' Project
nil,        ; Crypto-viral Net
nil,        ; Final Solution
nil,        ; Cyber-clone Linking
nil,        ; Hypothalmic Manipulation


;
;    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
RoboticDSE,   Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000001000000000
HyperDSE,     nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000001000000000
GPS I,        Feu, 0,  2.,0,  2a,2d,  1h,1f,  2,0,  1, nil, 000001000000000
CybDefSys I,  Csc, 0,  0.,0,  0a,3d,  1h,1f,  3,0,  1, Bro, 000000000000001
GPS II,       Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000001000000000
GPS III,      Gun, 0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Iro, 000001000000000
GPS IV,       Gun, 0,  1.,0,  5a,3d,  1h,1f,  2,0,  1, Feu, 010011000000000
AMS I,        Csc, 0,  1.,0,  5a,4d,  2h,1f,  3,0,  1, Gun, 000001000000000
AMSmod,       X1,  0,  1.,0,  6a,4d,  2h,1f,  2,0,  1, Fun, 000001001000000
CybMine,      nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
AMS II,       nil, 0,  1.,0,  6a,5d,  2h,1f,  5,0,  1, Tac, 000011000000000
CybDefSys II, nil, 0,  0.,0,  0a,6d,  2h,1f,  6,0,  1, Csc, 010000000000001
AMS III,      X1,  0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000011000000100
Teleborg I,   nil, 0,  1.,0,  0a,2d,  2h,1f, 10,0,  1, CA,  000000100000000
AMS IV,       X2,  0,  1.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000011000000000
BFWS/proto,   Chi, 0,  2.,0,  2a,1d,  3h,1f,  2,0,  0, Hor, 000001000000000
BFWS I,       PT,  0,  2.,0,  3a,1d,  3h,1f,  3,0,  0, Whe, 000001000000000
BFWS II,      MT,  0,  2.,0,  4a,2d,  3h,1f,  4,0,  0, PT,  000001000000000
BFWS III,     Ldr, 0,  2.,0,  5a,2d,  3h,1f,  4,0,  0, MT,  000001000000000
BFWS IV,      nil, 0,  2.,0,  4a,3d,  3h,1f,  4,0,  0, Chi, 000011000000000
HyperBF I,    Tac, 0,  2.,0,  5a,3d,  3h,1f,  5,0,  0, Ldr, 000011000000000
HyperBF II,   Mob, 0,  2.,0,  8a,4d,  3h,1f,  6,0,  0, Tac, 100011000000000
MetaBF,       X2,  0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 010011000000001
FSEgen I,     Met, 0,  1.,0,  6a,1d,  2h,2f,  4,0,  0, Mat, 000000000000000
FSEgen II,    nil, 0,  1.,0,  8a,1d,  2h,2f,  4,0,  0, Met, 000000000000000
FSEgenIII,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Too, 010010000000000
AdvFSEgen,    X3,  0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
SSI mkIX,     Sth, 1, 10.,2,  4a,3d,  2h,2f,  6,0,  3, Bro, 000000000010001
SSDS mkIV,    Sth, 1,  8.,2,  8a,4d,  2h,3f, 12,0,  0, Ast, 000000000000001
SSWDS,        nil, 1, 12.,6, 12a,3d,  2h,2f, 10,0,  0, CA,  100000001000011
SSI mkX,      nil, 1,  7.,4,  8a,4d,  2h,2f,  8,0,  3, Fli, 000000000010001
SSDS mkVI,    X4,  1, 12.,0, 10a,6d,  2h,2f, 16,0,  0, AFl, 000000000000011
RPV 1.4,      Nav, 2,  4.,0,  1a,1d,  1h,1f,  4,2,  0, Map, 000000000100000
RPV 1.7,      Mag, 2,  5.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000000000
RPV 2.1,      Ind, 2,  6.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
RPV 2.3a,     E1,  2,  6.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
LBWS(l) I,    E1,  2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000
LBWS(l) II,   X4,  2,  8.,0,  5a,4d,  3h,1f,  6,0,  2, E1,  100000000000001
LBWS(m) I,    Roc, 2,  7.,0,  6a,6d,  3h,2f,  8,0,  3, Stl, 100000000000001
LBWS(m) II,   nil, 2,  7.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 110000000000001
LBWS(h),      X5,  2,  6.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001
BFWS x-1,     nil, 0,  2.,0,  7a,4d,  3h,2f, 10,0,  3, Cmb, 010001000000001
BFWS x-2,     nil, 0,  3.,0,  9a,6d,  4h,2f, 16,0,  3, AFl, 010011000000001
RPV 5.0,      nil, 2,  7.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Teleborg II,  X3,  0,  1.,1,  0a,4d,  2h,2f, 16,0,  0, Roc, 010000100000000
Meta Virus,   nil, 0,  1.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
HyperProbe I, Esp, 0,  2.,0,  0a,0d,  1h,1f,  4,0,  6, Wri, 000000000000010
HyperProbe II,nil, 0,  3.,0,  0a,0d,  1h,1f,  8,0,  6, Esp, 000000000000011
BioData,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Hyper-field,  nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Humani Base,  nil, 0,  0.,0,  0a,6d,  4h,2f, 16,0,  1, no,  110010010001001
Antique Sub,  nil, 0,  2.,0,  8a,1d,  1h,1f,  5,0,  0, no,  010001001000010
Omini Fractal,X5,  0,  2.,4, 12a,8d,  2h,2f, 16,0,  0, FP,  110011001010011
VirTaGos 1,   nil, 0,  1.,0,  2a,0d,  1h,1f,  4,0,  0, Gen, 001000000000010
VirTaGos 2,   nil, 0,  1.,0,  2a,0d,  1h,1f,  6,0,  0, Env, 001000000000010
VirTaGos 3,   nil, 0,  1.,0,  2a,0d,  1h,1f, 10,0,  0, Sup, 001000000000010
VirTaGos 4,   nil, 0,  1.,0,  2a,0d,  1h,1f, 12,0,  0, Las, 001000000000010
VirTaGos 5,   nil, 0,  1.,0,  2a,0d,  1h,1f, 14,0,  0, FP,  001000000000010
VirTaGos 6,   nil, 0,  1.,0,  2a,0d,  0h,1f, 16,0,  0, SFl, 001000000000010
VirTaGos 7,   nil, 0,  1.,0,  2a,0d,  1h,1f, 18,0,  0, Rec, 001000000000010
VirTaGos 8,   nil, 0,  1.,0,  2a,0d,  1h,1f, 20,0,  0, U1,  001000000000010
Humani Ultima,no,  0,  1.,0, 99a,6d,  0h,0f, 16,0,  0, no,  001001000000011

;
; 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
Ocean Basin,2,2,  1,1,1,   no,  1, 5, 5,   yes, 1,15,  3,  no,    ; Drt
Abyssal Plains,2,2,  1,1,2,   no,  1, 5, 1,   yes, 1,15,  5,  Grs,   ; Pln
Continental Shelf,1,2,  1,1,2,   yes, 1, 5, 2,   yes, 0,10,  0,  no,    ; Grs
Trench,     4,3,  0,2,1,   no,  0, 5, 5,   no,  0, 5,  0,  no,    ; For
Ridge,      3,4,  2,1,2,   yes, 1,10, 3,   yes, 3,10,  2,  no,    ; Hil
Sea Mount,  3,6,  1,1,3,   no,  1,10, 0,   yes, 2,10,  5,  no,    ; Mou
Deep,       3,2,  1,0,0,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Ocean Basin2,2,2,  1,1,1,   no,  0, 0, 0,   yes, 1,15,  3,  Pln,   ; Gla
Polluted Shelf,1,2,  0,1,0,   Grs, 0,15, 6,   no,  0,15,  0,  Grs,   ; Swa
Shipwreck,  2,3,  1,1,2,   no,  0,15, 6,   yes, 2,15,  2,  no,    ; Jun
Land,       1,2,  0,1,2,   no,  0, 0, 0,   yes, 2,15,  4,  no,    ; Oce
Dolphins,   1,2,  3,1,0,
Jellyfish,  1,2,  1,0,0,
Continental Shelf,1,2,  3,1,2,
Deep Sea Angler,2,3,  1,0,0,
Sea Horse,  2,4,  1,0,0,
Blue Whale, 3,6,  3,1,6,
Giant Squid,1,2,  3,0,0,
Tuna,       2,2,  3,1,1,
Nuclear Waste,2,3,  0,0,0,
Titanic,    2,3,  1,2,4,
Craters,    1,2,  0,2,0,
Sharks,     1,2,  0,1,1,
Skate,      1,2,  3,0,0,
Grassland,  1,2,  2,1,0,
Colecanth,  2,3,  1,0,3,
Volcanic Vents,2,4,  1,2,4,
Octopus,    3,6,  1,0,2,
Sperm Whale,1,2,  1,2,3,
Orange Roughie,2,2,  2,1,0,
Chemical Waste,2,3,  0,2,0,
Battleship, 2,3,  1,4,1,
Craters,    1,2,  0,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Humanism,       Brother,     Sister
Globalism,      CEO,         CEO
Hyperglobalism, CAI,         CAI
Transcendancy,  Intelligence,Intelligence
Neo-Capitalism, Chairman,    Chairwoman
Access Denied,  I don't exist,I don't exist

;
;   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,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1, 
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas 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, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     
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,     
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



;
;   Trading Commodities
;
@CARAVAN
Demogr,
MedRecs,
Consump,
LegalRecs,
CreditHist,
InsRisk,
RentRecs,
TaxRecs,
PersFiles,
AcadRecs,
InvestDat,
SexHist,
BkruptDat,
PsychData,
INetRecs,
DrugUse,


@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













