;
;   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
4       ; Road movement multiplier
3       ; 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)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
25      ; Riot factor based on # cities (higher factor lessens the effect)
12      ; Aqueduct needed to exceed this size
16      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; 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)
4       ; 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
Satellites,         1, 1,  Amp, nil, 0, 2    ; AFl
Small Space Station,2, 2,  AFl, nil, 1, 2    ; Alp
Space Flight,       2, 2,  Ato, Ban, 1, 4    ; Amp
Adv.Battle Drone,   5,-4,  Mob, X3,  2, 3    ; Ast
Flight,             3, 0,  Too, nil, 0, 4    ; Ato
Warp Engines,       5, 0,  Chi, Pla, 2, 4    ; Aut
Computers,          2, 4,  Too, nil, 3, 3    ; Ban
Bridge Building,    1, 0,  nil, nil, 0, 4    ; Bri
Large Replicators,  4, 3,  Sth, nil, 2, 0    ; Bro
Temples,            0, 0,  Whe, War, 0, 4    ; Cer
Small Starships,    6,-1,  Aut, nil, 3, 4    ; Che
Impuls Engines,     6,-1,  Ldr, Amp, 1, 4    ; Chi
Drones,             4, 1,  nil, nil, 2, 3    ; CoL
Battle Drones,      5,-4,  CoL, Cur, 2, 3    ; CA 
Advanced Satellites, 1,-4,  AFl, Aut, 2, 2    ; Cmb
Marxism,            5, 0,  no,  no,  0, 4    ; Cmn
Large Walkers,      4,-3,  Ind, nil, 3, 1    ; Cmp
Terraforming Drones,5, 0,  Exp, Rob, 2, 3    ; Csc
Fortifications,     4, 0,  nil, nil, 0, 1    ; Cst
Plasma Weapons,     4,-1,  nil, nil,  1, 1    ; Cor
Plasma Rifles,      5,-3,  Cor, Phi, 2, 1    ; Cur
Republic,           5, 1,  no,  no,  0, 4    ; Dem
Plasma Artillery,   5,-4,  Gun, Mas, 3, 1    ; Eco
Heavy Plasma Rifles,4,-4,  Gun, nil, 3, 1    ; E1 
Super Computer,     3, 3,  Ldr, Lit, 3, 3    ; E2 
Martian Victory,    0, 0,  Whe, War, 2, 4    ; Eng
Ship Restoration,   3, 1,  Map, nil, 0, 3    ; Env
Battleships,        3,-1,  Env, nil, 0, 3    ; Esp
Terraforming,       5, 0,  Plu, Min, 2, 4    ; Exp
Adv.Ship Design,    4, 0,  Esp, Ref, 0, 3    ; Feu
Hoover Packs,       4,-1,  RR,  nil, 2, 1    ; Fli
Fanaticism,         3,-2,  no,  no,  0, 4    ; Fun
Save AM Cont.,      2, 0,  Pla, X1,  2, 0    ; FP 
Hybrids,            3, 2,  nil,  Ind, 2, 1    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  0, 1    ; Gue
Heavy Plasma Weapon,5,-3,  Cur, Roc, 3, 1    ; Gun
Fighter Beasts,     4,-1,  Ind, nil, 1, 1    ; Hor
Alien Technology,   0, 0,  FT, nil, 1, 3    ; Ind
Adv.Quantum Physics,5, 2,  Pla, E2,  1, 3    ; Inv
Nuclear Fission,    4, 0,  Phy, nil, 0, 0    ; Iro
Nuclear Power,      4, 0,  Iro, nil, 0, 0    ; Lab
Nuclear Fusion,     4, 0,  Lab, nil, 1, 0    ; Las
Fusion Power,       4, 0,  Las, nil, 1, 0    ; Ldr
The Laser,          4, 2,  Lab, AFl, 0, 0    ; Lit
Physics,            4, 2,  no, no, 1, 3    ; Too
Quantum Physics,    4, 2,  Phy, Amp, 1, 3    ; Mag
Ships,              4, 0,  nil, nil, 0, 3    ; Map
Improved Plasma W., 5,-1,  Cur, Ref, 2, 1    ; Mas
AM Production,      4, 0,  Ldr, Mag, 2, 0    ; MP 
M/AM Reaction,      5, 0,  MP,  nil, 1, 0    ; Mat
Zero-Point Energy,  3, 2,  Pla, Inv, 3, 0    ; Med
Artificial Gravity, 3, 2,  Phi, Ref, 1, 0    ; Met
Space Colonies,     3, 1,  Chi, Alp, 2, 4    ; Min
Heavy Battle Drones,6,-2,  CA,  E1,  2, 3    ; Mob
Autocracy,          5, 1,  no,  no,  0, 4    ; Mon
Elec. Entertainment,5, 1,  Ban, nil, 3, 3    ; MT 
Devotion,           4, 0,  no,  no, 0, 4    ; Mys
Better Ship Nav.2,  1, 0,  Sea, nil, 0, 3    ; Nav
Large Space Station,4, 2,  Alp, Met, 3, 2    ; NF 
Better Ship Engines,1, 0,  Nav, nil, 0, 3    ; NP 
Magnetic Fields,    6, 1,  Mag, nil, 1, 0    ; Phi
Atomic Theory,      4, 1,  Too, nil, 1, 3    ; Phy
M/AM Reactor,       5, 1,  Mat, Phi, 2, 0    ; Pla
Interstellar Col.,  4, 0,  Min, Aut, 3, 4    ; Plu
Intrepid Class,     6, 0,  Che, Rad, 3, 4    ; PT 
Cruiser Class,      6, 1,  Che, E2,  3, 4    ; Pot
Spacedocks+Teleport,5,-1,  Che, San, 3, 4    ; Rad
Magnetic Levitation,6, 0,  nil, Mag, 2, 0    ; RR 
Phoenix Project,    0, 0,  Whe, War, 1, 4    ; Rec
Adv.Applied Science,7, 0,  Tac, E2,  1, 3    ; Ref
Genetic Crops,      5, 1,  nil, Tac, 0, 4    ; Rfg
Aristocracy,        5, 1,  no,  no,  0, 4    ; Rep
Worker Drones,      5, 2,  CoL, nil, 2, 3    ; Rob
Plasma Cannon,      5,-2,  Cor, nil, 1, 1    ; Roc
Matter-Energy Conv, 3, 2,  Inv, nil, 2, 0    ; San
Better Ship Nav.1,  1, 0,  Feu, nil, 0, 3    ; Sea
Garbage Convertor,  4, 1,  San, nil, 2, 0    ; SFl
Small Replicators,  3,-2,  San, Sup, 2, 0    ; Sth
Rebel Technology,   4,-1,  no, no, 0, 1    ; SE 
Holodecks,          4, 1,  The, X1,  3, 3    ; Stl
Nanoprobes,         4, 0,  E2,  Rob, 2, 3    ; Sup
Genetic Engineering, 6,-1,  Min, nil, 0, 4    ; Tac
Holograms,          3, 2,  Lit, MT,  3, 3    ; The
CT: Nazca,          0, 0,  Uni, War, 0, 1    ; ToG
Trade,              4, 2,  no, no, 0, 4    ; Tra
CT: Manhattan,      0, 0,  Whe, War, 0, 1    ; Uni
CT: Kinshasa,       0, 0,  Whe, Wri, 0, 1    ; War
CT: Terra Primus,   0, 0,  ToG, Wri, 0, 1    ; Whe
CT: Gironde,        0, 0,  ToG, Uni, 0, 1    ; Wri
New Millennium Tech,  1, 0,  X3,  Csc, 3, 0    ; FT 
Mercenaries,        3, 0,  no,  no,  0, 4    ; U1 
Undersea Enginering,3, 0,  Feu, Min, 3, 0    ; U2 
Cryogenics,         3, 0,  X1,  Tac, 3, 3    ; U3 
Forcefields,        3, 0,  Phi, Ref, 3, 0    ; X1 
Seeker Technology,  3, 0,  no, no,  0, 1    ; X2 
Adv. Plasma Weapons,5, 0,  Mas, X1,  3, 1    ; X3 
Mutant Technology,  3, 0,  no,  no,  0, 1    ; X4 
Golden Horde Tech,  3, 0,  no,  no,  0, 1    ; X5 
No MI,              3, 0,  no,  no,  0, 1    ; X6 
Alliance Technology,3, 0,  no,  no,  2, 1    ; 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,
Capital,                  10, 0,    nil,
Barracks,                  4, 1,    nil,
Food Replicators,          6, 2,    Sth,
Temple,                    4, 0,    Cer,
Local Trade Routes,        8, 0,    nil,
Research Labs,             8, 1,    nil,
Military Police HQ,        8, 2,    nil,
City Defences,             8, 1,    Cst,
Clean Water,               8, 1,    nil,
Lunar/Martian Trade,      12, 2,    Chi,
Electronic Entertainment, 10, 3,    MT, 
Advanced Research Lab,    16, 3,    Inv,
Garbage Convertor,        16, 4,    SFl,
Holodecks,                14, 4,    Stl,
Nuclear Reactor,          15, 2,    Lab,
Industrial Replicators,   35, 6,    Bro, 
Radiation Shielding,       20, 4,    no, 
Pollution Filters,        20, 2,    Sup,
Automated Factory,        16, 4,    Rob,
Fusion Reactor,           25, 4,    Ldr,
M/AM Reactor,             20, 3,    Pla,
Interstellar Trade Route, 16, 4,    Aut,
Garbage Recycling,        12, 1,    Rob,
Genetic Crops,             8, 2,    Rfg,
Monorail Terminal,        20, 5,    RR, 
Deep Space Probes,        16, 3,    Cmb,
Planetary Defences,       10, 4,    X1, 
Coastal Defences,          8, 1,    Cst,
Solar Energy Receivers,   35, 5,    Cmb,
Undersea Agriculture,      8, 2,    U2, 
Undersea Mining Station,  14, 2,    U2, 
Spacedock+Transporter,    16, 3,    Rad,
Military Police,           6, 1,    nil,
Restored Shipyards,        8, 3,    Env,
*,                         8, 0,    no, 
*,                        16, 0,    no, 
*,                        32, 0,    no, 
(Gold-Press Latinum),     60, 0,    nil,
Desert Drawings,          20, 0,    nil,
Roman Temples,            20, 0,    nil,
Atlantis Project,         20, 0,    nil,
OSN System,               20, 0,    AFl,
Mayan Pyramids,           30, 0,    nil,
Alien Influence,           30, 0,    Ind,
Global Defence Network,   30, 0,    Cst,
Red Dragon War Academy,   30, 0,    nil,
ZP Energy Collectors,     40, 0,    Med,
Global Spy Network,       20, 0,    AFl,
Computer Revolution,      40, 0,    E2,
Eugenics Project,         30, 0,    nil,
Restored Naval Academy,   40, 0,    Env,
Martian Victory,          30, 0,    Eng,
New Earth Ingenuity,      40, 0,    nil,
FREEDOM,                  40, 0,    nil,
Cryogenics Faculty,       40, 0,    U3, 
Orbital Theter,           40, 0,    RR, 
Theory of Everything,     40, 0,    Inv,
Devoted Followers,        40, 0,    Mys,
White Horse,              30, 0,    nil,
Big Brother is Watching,  60, 0,    nil,
Tokamak Reactor,          60, 0,    Ldr,
Easter Island Statues,    60, 0,    nil,
We Are Not Alone,         60, 0,    Ind,
Restored Orbital Network, 60, 0,    Cmb,
Phoenix Project,          60, 0,    Rec,
Mutant Rights,            60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Desert Drawings
nil,        ; Roman Temples
nil,        ; Atlantis Project
NP,         ; OSN System
Too,        ; Mayan Pyramids
ToG,        ; Alien Influence
X3,         ; Global Defence Network
X3,         ; Red Dragon War Academy
nil,        ; ZP Energy Collectors
nil,        ; Global Spy Network
nil,        ; Computer Revolution
Whe,        ; Eugenics Project
nil,        ; Restored Naval Academy
Whe,        ; Martian Victory
Wri,        ; New Earth Ingenuity
War,        ; FREEDOM
nil,        ; Cryogenics Faculty
nil,        ; Orbital Theter
nil,        ; Theory of Everything
nil,        ; Devoted Followers
FT,        ; White Horse
Whe,        ; Big Brother is Watching
nil,        ; Tokamak Reactor
Too,        ; Easter Island Statues
ToG,        ; We Are Not Alone
nil,        ; Restored Orbital Network
Wri,        ; Phoenix Project
Uni,        ; Mutant Rights


;
;    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
Worker Drones, Csc, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Rob, 000000000000010
Terra Drone,  nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Csc, 000000000000010
Elite Infantry,X2,  0,  1.,0,  7a,7d,  2h,1f,  8,0,  1, X7,  100000001000110
Plasma Inf.,  E1,  0,  1.,0,  6a,2d,  2h,1f,  6,0,  0, Cur, 000000001000000
Mutant Soldier, nil, 0,  1.,0,  4a,2d,  2h,1f,  4,0,  0, X4,  000000001000010
Guerrilla,     nil, 0,  1.,0,  3a,5d,  2h,1f,  5,0,  1, SE,  000011001000010
Motorboat,    Esp, 2,  6.,0,  4a,4d,  1h,1f,  5,0,  2, Env, 000000000100000
Mutant Worker,Rob, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  5, nil, 000000000000000
Mothership,    ToG, 1, 16.,4, 16a,16d, 4h,2f, 22,0,  0, Ind, 100000000010011
Refugees,     Mas, 0,  1.,0,  2a,3d,  1h,1f,  1,0,  1, nil, 000001001000010
Militia,      Mas, 0,  1.,0,  3a,2d,  1h,1f,  1,0,  1, nil, 000001001000010
Space Station,nil, 1,  1.,127,  0a,14d, 3h,2f, 16,0,  4, NF,  100000010000011
Light Tank,   nil, 0,  3.,0,  8a,5d,  3h,1f, 10,0,  0, Mas, 000000000000000
Motorised Inf.,X6,  0,  4.,0,  4a,4d,  2h,1f,  6,0,  0, Cor, 000000000000000
MAV,          X2,  0,  4.,0,  6a,6d,  3h,1f,  9,0,  0, X7,  000000000000000
Marauder,     nil, 0,  3.,0,  7a,5d,  2h,1f,  8,0,  0, X5,  000000001000000
Warlord,      nil, 0,  2.,0, 17a,6d,  3h,2f, 127,0,  0, no,  000000000000000
Walker,       ToG, 0,  2.,0, 10a,5d,  2h,2f, 10,0,  0, Ind, 000000000000001
Raider,       nil, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, X5,  000000000000000
Scout,        X7,  0,  5.,0,  2a,2d,  1h,1f,  3,0,  0, nil, 100000001000011
Fighter Beast,ToG, 0,  2.,0,  7a,5d,  3h,1f,  9,0,  0, Hor, 000000001000110
Chupacabra,   ToG, 0,  1.,0,  5a,7d,  3h,1f,  9,0,  0, Ind, 000000001000110
Battle Drone, Mob, 0,  1.,0,  6a,6d,  3h,1f,  9,0,  0, CA,  000000000000000
H.Battle Drone,nil, 0,  1.,0,  8a,8d,  3h,1f, 12,0,  0, Mob, 000000000000000
Plasma Cannon,Eco, 0,  1.,0, 10a,1d,  2h,1f,  9,0,  0, Roc, 000000000000000
Plasma Art.,  nil, 0,  1.,0, 12a,1d,  2h,2f, 12,0,  0, Eco, 000000000000000
Large Walker, ToG, 0,  2.,0, 12a,7d,  2h,2f, 13,0,  0, Cmp, 000000000000001
Mercenary,    nil, 0,  1.,1,  6a,2d,  2h,1f,  5,0,  0, U1,  000000001000000
UFO,          ToG, 1, 18.,4, 14a,14d, 3h,2f, 17,0,  0, Ind, 100000000010001
Scout Ship,    ToG, 1, 21.,4, 10a,10d, 2h,2f, 12,0,  0, Ind, 100000000010001
Phoenix Class,nil, 1, 21.,4, 10a,10d, 2h,2f, 17,0,  0, Rec, 100000000010001
Cruiser Class,nil, 1, 15.,4, 18a,18d, 4h,2f, 30,0,  0, Pot, 100000000010001
Wooden Ship,  Feu, 2,  4.,0,  0a,2d,  1h,1f,  4,3,  4, Map, 000000000100000
Hvy.Plasma Inf,Ind, 0,  1.,0,  8a,3d,  2h,1f,  7,3,  0, E1,  000000001000000
Intrepid Class,nil, 1, 17.,4, 16a,16d, 3h,2f, 25,4,  0, PT,  100000000010001
Defiant Class,nil, 1, 20.,4, 12a,12d, 2h,2f, 20,2,  1, Che, 100000000010001
Infantry,     Mas, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, nil, 000000001000000
Old Battleship,Esp, 2,  4.,0,  8a,8d,  3h,1f, 12,0,  2, Env, 000000000000000
Battleship,   X7,  2,  5.,0, 12a,12d, 3h,1f, 16,0,  2, Esp, 000000000000001
Adv.Cruiser,  nil, 2,  7.,0, 10a,10d, 3h,2f, 18,0,  2, Feu, 100000000000001
Patrol Boat,  X7,  2,  8.,0,  6a,6d,  2h,1f,  8,0,  2, Esp, 000000000000001
Hoover Squad, nil, 1,  5.,0,  5a,5d,  1h,2f,  8,0,  0, Fli, 000000101000001
Adv.Infantry, nil, 0,  1.,0,  6a,6d,  2h,1f,  7,0,  1, Mas, 000000001000000
Partisan,     X7,  0,  1.,0,  5a,3d,  2h,1f,  5,8,  0, Gue, 000001001000110
Missile,      nil, 1, 20.,1, 15a,0d,  1h,3f,  8,0,  0, X3,  001000000010000
Alien Missile,ToG, 1, 20.,1, 15a,0d,  1h,3f,  8,0,  0, Ind, 001000000010000
Smuggler,     nil, 0,  2.,0,  0a,2d,  2h,1f,  5,0,  7, Tra, 010011100001011
Hybrid,       ToG, 0,  1.,0,  7a,7d,  2h,1f,  8,0,  0, Gen, 000000000000000
Fanatics,     nil, 0,  1.,0,  5a,3d,  2h,1f,  5,0,  0, X2,  000101001000010
Satellite,     nil, 1,  5.,127,  0a,1d,  1h,1f,  4,0,  4, AFl, 100000000000011
Sublight Class,Che, 1, 15.,1,  8a,8d,  2h,2f, 15,0,  0, Chi, 000000000010001
Prim. Plane,  Chi, 1,  4.,5,  4a,2d,  2h,1f,  5,0,  0, Ato, 000000001000001
Commander,    nil, 0,  1.,0, 15a,8d,  3h,2f, 127,1,  0, no,  000000000000100
Martian Corps,nil, 0,  1.,4, 14a,10d, 3h,2f, 127,0,  0, no,  000001100000111
Launcher,     nil, 0,  2.,0, 15a,2d,  2h,2f, 18,0,  0, Eco, 000000000000000
Stealth Transp,nil, 2,  8.,0,  0a,4d,  2h,2f,  6,8,  4, Feu, 000000000001011
Defender Drone,nil, 0,  1.,0,  6a,10d, 3h,1f, 12,0,  1, Ast, 000000000000000
MP,           X2,  0,  1.,0,  2a,4d,  1h,1f,  3,0,  1, X7,  000000001000000
Mounted Inf., nil, 0,  3.,0,  4a,2d,  2h,1f,  5,0,  0, X5,  000000001000000
Chaingunner,  Cur, 0,  1.,0,  4a,3d,  1h,1f,  3,0,  0, U1,  000000001000000
Alien,        nil, 0,  1.,0, 16a,7d,  3h,2f, 127,0,  0, no,  000000000000000
Plasma Tank,  nil, 0,  3.,0, 12a,4d,  2h,2f, 15,0,  0, X3,  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,     2,2,  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,  Tun,   ; 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
Engineered Land,1,2,  3,1,1,   yes, 1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Polar,      2,2,  0,1,0,   no,  0, 0, 0,   yes, 1,15,  3,  Oce,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Swa, 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 City, 1,2,  3,1,0,
Lake,       1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Food,       1,2,  5,0,0,
Bear,       2,2,  2,2,1,
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,
Deer,       2,3,  2,2,1,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Resources,  1,2,  2,3,0,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Crocodile,  2,3,  1,3,0,
Dolphins,   1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mister,      Miss
Dictatorship,   Commander,   Commander
Autocracy,      Commander,   Commander
Marxism,        Commander,   Commander
Fanaticism,     Commander,   Commander
Aristocracy,    Commander,   Commander
Republic,       Commander,   Commander

;
;   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,     
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,
Abe Lincoln,  E. Roosevelt,        0, 5, 2, Americans,   American,   -1, -1,  1,     1, Consul, Consul, 2, Consul, Consul, 3, Consul, Consul, 4, Consul, Consul, 5, Consul, Consul, 6 Consul, Consul
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
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,
Montezuma,    Nazca,               0, 4, 3, Aztecs,      Aztec,       1,  1,  0,     
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,
Henry VIII,   Elizabeth I,         1, 6, 1, English,     English,     0, -1,  0,     1, Speaker, Speaker, 2, Speaker, Speaker, 3, Speaker, Speaker, 4, Speaker, Speaker, 5, Speaker, Speaker, 6, Speaker, Speaker
Genghis Khan, Bortei,              0, 7, 1, Mongols,     Mongol,      1,  1, -1,     1, Leader, Leader, 2, Leader, Leader, 3, Leader, Leader, 4, Leader, Leader, 5, Leader, Leader, 6, Leader, Leader
Cunobelin,    Boadicea,            1, 1, 3, Celts,       Celtic,      0,  0,  0,     1, Chancellor, Chancellor, 2, Chancellor, Chancellor, 3, Chancellor, Chancellor, 4, Chancellor, Chancellor, 5, Chancellor, Chancellor, 6, Chancellor, Chancellor
Tokugawa,     Amaterasu,           0, 2, 0, Japanese,    Japanese,    1,  1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan,
Canute,       Gunnhild,            1, 3, 2, Vikings,     Viking,      1, -1,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,

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
Plutonium,
Grain,
Steel,
Water,
Salt,
Coal,
Copper,
Clothes,
Alcohol,
Rice,
Silver,
Meat,
Diamont,
Gold,
Oil,
Uranium,


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


@DIFFICULTY
Partisan
Soldier
Mercenary
Commander
General
Supreme Commander

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













