;
;   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)
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)
3       ; Settlers eat (govt >= Communism)
10      ; City size for first unhappiness at Chieftain level
30      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
15      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
15      ; 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
Twentieth Tech,     4,-2,  nil, nil, 0, 4    ; AFl
Twenty-Ninth Tech,  5, 1,  nil, nil, 1, 3    ; Alp
Amphibious Tech,    3,-2,  Alp, nil, 3, 0    ; Amp
Astronomy,          1, 1,  no,  Mat, 3, 3    ; Ast
Sub-Atomic Theory,  4,-1,  no,  Phy, 3, 3    ; Ato
Martian Tech,       6,-1,  no,  no,  3, 4    ; Aut
Jovian Tech,        4, 1,  no,  no,  3, 1    ; Ban
Saturnalian Tech,   4, 0,  no,  no,  3, 4    ; Bri
Lunar Tech,         6,-1,  no,  no,  3, 4    ; Bro
Congolese Tech,     5, 0,  no,  no,  3, 2    ; Cer
Western Tech,       5,-1,  no,  no,  3, 3    ; Che
Eastern Tech,       4,-2,  no,  no,  3, 0    ; Chi
Gene Reconfiguratio,5,-2,  Alp, Cmb, 3, 2    ; CoL
Adv Reconfiguration,5,-4,  CoL, no,  3, 0    ; CA 
Cloning,            6, 0,  Alp, nil, 3, 4    ; Cmb
Warrior Clones,     5,-5,  Cmb, nil, 3, 2    ; Cmn
Faster Cloning,     4,-5,  Cmn, nil, 3, 4    ; Cmp
Adv. Cloning,       7,-5,  Cmp, nil, 3, 0    ; Csc
Insurection Tech,   4, 0,  no,  no,  3, 4    ; Cst
The Corporation,    4, 3,  AFl, Eco, 3, 1    ; Cor
Taxation,           4, 1,  nil, Eco, 3, 1    ; Cur
Democracy*,         5, 1,  AFl, nil, 3, 2    ; Dem
Economics,          4, 2,  AFl, nil, 3, 1    ; Eco
Earther Tech,       4, 0,  no,  no,  3, 4    ; E1 
Guriellas,          4,-2,  no,  no,  3, 4    ; E2 
Unit-Size Shielding,5,-2,  no,  Inv, 3, 4    ; Eng
Genetic Warfare,    3,-1,  Cmb, Alp, 3, 2    ; Env
Adv. Missle Config.,2,-1,  AFl, nil, 3, 0    ; Esp
Off-World Tech,     5, 0,  no,  no,  3, 4    ; Exp
Espionage,          4,-1,  AFl, Alp, 3, 4    ; Feu
Cloaking Device,    4,-1,  Cmb, no,  3, 4    ; Fli
Space Warfare,      3,-2,  Alp, no,  3, 2    ; Fun
Anti-Matter Power*, 3, 0,  no,  no,  3, 3    ; FP 
Planetary Invasions,8, 2,  Fun, no,  3, 3    ; Gen
Guerrilla Warfare*, 4, 1,  Cmn, no,  3, 0    ; Gue
Planetary Warfare,  8,-2,  Alp, no,  3, 0    ; Gun
Veteran Fighters,   4,-5,  nil, no,  1, 0    ; Hor
Underworld Help,    6,-5,  nil, no,  1, 1    ; Ind
Shielding,          6, 0,  nil, no,  3, 4    ; Inv
Cycling Awareness,  1, 5,  AFl, nil, 3, 4    ; Iro
Space Construction, 4,-1,  Alp, Eco, 3, 2    ; Lab
Martian Invasion,   4, 0,  Gen, no,  2, 3    ; Las
Brain Mapping,      5,-1,  no,  Csc, 3, 0    ; Ldr
FTL Theory,         5, 2,  nil, no,  3, 3    ; Lit
Gargantuan Construc,4,-2,  Lab, no,  3, 4    ; Too
Futuristic Tech,    4,-1,  nil, nil, 0, 3    ; Mag
Not Offworld,       6,-1,  nil, no,  0, 1    ; Map
Mech Construction,  4, 1,  nil, no,  3, 0    ; Mas
Transportation,     5, 0,  nil, no,  3, 4    ; MP 
Governence,         4,-1,  AFl, nil, 0, 3    ; Mat
Space Skirmishes,   4, 0,  Fun, Gen, 3, 0    ; Med
Everyone,           6,-2,  nil, nil, 3, 4    ; Met
Miniaturization,    4, 1,  no,  no,  0, 4    ; Min
Police State,       8,-1,  Alp, Exp, 0, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  0, 2    ; MT 
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
Navigation,         6,-1,  no,  no,  0, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  0, 3    ; NF 
Nuclear Power*,     3, 0,  no,  no,  0, 3    ; NP 
Philosophy*,        6, 1,  no,  Lit, 0, 2    ; Phi
Physics,            4,-1,  no,  no,  0, 3    ; Phy
Plastics,           4, 1,  no,  no,  0, 4    ; Pla
Plumbing,           4, 0,  no,  no,  0, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  0, 4    ; Rad
High Speed Travel*, 6, 0,  Alp, nil, 3, 1    ; RR 
Recycling,          2, 1,  no,  no,  0, 2    ; Rec
Refining,           4, 0,  no,  no,  0, 4    ; Ref
Nanofarming*,       3, 1,  Cmb, CoL, 3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics!,          5,-2,  Alp, nil, 3, 0    ; Rob
Alpha,              6, 0,  nil, no,  3, 0    ; Roc
Beta,               6, 0,  Roc, no,  3, 1    ; San
Gamma,              6, 0,  San, no,  3, 1    ; Sea
Delta,              6, 0,  Sea, no,  3, 3    ; SFl
Stealth,            4,-2,  no,  no,  3, 0    ; Sth
Epsilon,            6, 0,  nil, no,  3, 3    ; SE 
Zeta,               6, 0,  SE,  no,  3, 4    ; Stl
Eta,                6, 0,  Stl, no,  3, 3    ; Sup
Theta,              6, 0,  Sup, no,  3, 0    ; Tac
Theology*,          3, 2,  no,  no,  1, 2    ; The
Iota,               6, 0,  Tac, no,  3, 3    ; ToG
8,                  4, 2,  no,  no,  0, 1    ; Tra
7,                  5, 1,  no,  no,  1, 3    ; Uni
6,                  4,-1,  no,  no,  0, 0    ; War
5,                  4,-1,  no,  no,  0, 4    ; Whe
4,                  4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  Mag, no,  3, 3    ; FT 
3,                  3, 0,  no,  no,  0, 0    ; U1 
2,                  3, 0,  no,  no,  0, 0    ; U2 
1,                  3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; 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 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Governor's Palace,        20, 0,    nil,
Barracks,                  6, 1,    nil,
Protein Vats,              6, 1,    Cmb,
Arena,                     6, 1,    AFl,
Tax Agency,                5, 1,    Alp,
Data-Net Link,            16, 1,    no, 
Regional Governor,        12, 1,    nil,
Police Perimiter,         16, 0,    E2, 
Governor's Deed,          20, 2,    Exp,
Sales Complex,            24, 3,    Eco,
Cathedral,                10, 3,    AFl,
University,               32, 3,    AFl,
Mass Transit,             32, 4,    Iro,
Android Programing Center,32, 4,    Rob,
Industrial Sector,        40, 4,    nil,
Android Assembly Plant,   64, 6,    Rob,
Extra-Planetary Shielding,40, 4,    Inv,
Cycling Center,           35, 2,    Iro,
Anti-Matter Containment,  42, 4,    FP, 
Asteriod Capture Facility,48, 4,    Lab,
Nuclear Fusion Plant,     32, 2,    no, 
Market Exchange,          30, 4,    Eco,
Government Agency,        24, 2,    Exp,
Food Depot,               14, 3,    Alp,
Beanstalk,                40, 5,    no, 
Research Lab,             32, 3,    AFl,
SAL Laser Battery,        20, 2,    Alp,
Coastal Fortress,         16, 1,    nil,
Orbital Power Array,      64, 4,    Lab,
Fish Farms,                8, 1,    Alp,
Undersea Mining,          32, 3,    Alp,
Spaceport*,               32, 3,    no, 
Police Station,           15, 2,    E2, 
Port Facility,            18, 3,    Amp,
SS Support Module,        16, 0,    Las,
SS Weapons Module,        32, 0,    Las,
SS Assault Module,        64, 0,    Las,
(Taxes),                  60, 0,    Alp,
Pyramids,                 40, 0,    nil,
First,                    40, 0,    nil,
Wall Street,              40, 0,    nil,
Aquarius,                 40, 0,    nil,
Taj Mahal,                60, 0,    nil,
Spirit of Defiance,       60, 0,    nil,
Great Wall,               60, 0,    nil,
Westpoint Millitary Academy,60, 0,    AFl,
Three Gorges Dam,         60, 0,    nil,
L1,                       40, 0,    Alp,
Michelangelo's Chapel,    80, 0,    nil,
Center,                   60, 0,    SFl,
Holy City,                80, 0,    nil,
Resistance's Heart,       60, 0,    Cst,
Hernandez Monument,       80, 0,    nil,
Iron Fist,                80, 0,    nil,
Space Mothercomputer,     80, 0,    Alp,
Hoarding,                 80, 0,    nil,
Mr. Roboto,               80, 0,    Stl,
Statue of Liberty,        80, 0,    nil,
Lunar Connection,         60, 0,    nil,
Direct Mind Control,      120, 0,    no, 
The Empire,               120, 0,    AFl,
Interplanetary Drive,     120, 0,    nil,
Fuller Ring Station,      150, 0,    Too,
Apollo Program,           60, 0,    AFl,
Contact,                  60, 0,    Alp,
Cure for Cancer,          255, 0,    Cmb,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; First
Alp,        ; Wall Street
Alp,        ; Aquarius
E1,         ; Taj Mahal
nil,        ; Spirit of Defiance
Met,        ; Great Wall
Csc,        ; Westpoint Millitary Academy
nil,        ; Three Gorges Dam
nil,        ; L1
nil,        ; Michelangelo's Chapel
nil,        ; Center
Alp,        ; Holy City
nil,        ; Resistance's Heart
Alp,        ; Hernandez Monument
nil,        ; Iron Fist
Ast,        ; Space Mothercomputer
nil,        ; Hoarding
nil,        ; Mr. Roboto
AFl,        ; Statue of Liberty
nil,        ; Lunar Connection
nil,        ; Direct Mind Control
Alp,        ; The Empire
nil,        ; Interplanetary Drive
nil,        ; Fuller Ring Station
nil,        ; Apollo Program
Ast,        ; Contact
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
Contruction Crew,Exp, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  5, AFl, 000000000000000
Rolling Factory,nil, 0,  2.,0,  0a,2d,  2h,1f,  6,0,  5, nil, 000000000000000
T-Rex Trooper,CA,  0,  2.,0,  8a,3d,  2h,2f,  6,0,  0, CoL, 001000000000000
Marines,      Eng, 0,  2.,0,  8a,5d,  4h,3f,  6,0,  0, Gen, 000000100000000
Marines,      Map, 0,  2.,0,  8a,7d,  4h,3f,  7,0,  0, Eng, 010010100000000
Spacers,      Map, 0,  1.,1,  4a,4d,  3h,2f,  5,0,  0, Fun, 001000001000000
Groundpounders,Eng, 0,  2.,0,  6a,6d,  4h,3f,  5,0,  0, Gun, 000010000000000
Groundpounders,nil, 0,  2.,0,  6a,7d,  5h,3f,  6,0,  0, Eng, 010010000000000
Entry Ship,   Map, 1,  7.,0,  4a,3d,  3h,3f,  6,0,  3, Exp, 000000000010001
Rioters,      nil, 0,  1.,0,  3a,2d,  2h,2f,  9,0,  0, Gue, 000000000000000
Light Marines,Map, 0,  3.,0,  5a,5d,  3h,3f,  5,0,  0, Med, 000001100000000
Jovian Elite, Map, 0,  3.,0,  6a,5d,  5h,4f, 11,0,  0, Ban, 000010100000100
Destroyer,    Eng, 2,  5.,0,  8a,8d,  3h,3f, 10,1,  2, Amp, 010000000000000
Heavy Shuttle,Eng, 1, 10.,4,  6a,1d,  3h,2f, 11,0,  3, Fun, 000000000000001
Heavy Shuttle,Map, 1, 10.,4,  6a,4d,  4h,3f, 11,0,  3, Eng, 010000000010000
Anti-Air Missle,nil, 1, 15.,1, 20a,1d,  1h,3f,  2,0,  3, Esp, 001000000010001
Anti-Vehicle M,nil, 1, 25.,1, 25a,1d,  1h,3f,  3,0,  0, Esp, 001000000000000
Gene Warhead, Cmp, 0,  2.,1,  8a,5d,  4h,3f,  8,0,  0, Cmn, 000000000000000
Anti-Ship Missle,nil, 1, 12.,1, 30a,1d,  1h,3f,  5,0,  2, Esp, 101000000000000
Gene Warhead, nil, 1, 10.,1, 99a,1d,  1h,1f, 12,0,  0, Env, 001000001000000
Bio-soldier,  Csc, 0,  2.,0,  8a,5d,  4h,3f,  5,0,  0, Cmp, 000000000000000
Bio-soldier,  nil, 0,  2.,0,  8a,5d,  4h,3f,  3,0,  0, Csc, 000000000000000
Police,       Cst, 0,  1.,0,  5a,5d,  3h,2f,  4,0,  1, Mob, 100100001000000
Riot Police,  Cst, 0,  1.,0,  5a,6d,  4h,2f,  5,0,  1, Mob, 100110001000000
Destroyer,    no,  2,  5.,0,  8a,6d,  4h,3f, 10,1,  2, Eng, 010000000000000
Mars Elite,   Map, 0,  3.,0, 10a,6d,  4h,3f, 18,0,  0, Aut, 010010101000000
Sniper,       no,  0,  2.,0, 12a,2d,  2h,4f,  6,0,  0, Hor, 001000001001000
Gangs,        Hor, 0,  3.,1,  8a,3d,  3h,2f,  6,0,  0, Ind, 000000000000001
Militia,      nil, 0,  1.,2,  2a,5d,  4h,2f,  3,0,  1, Cst, 000001000000000
Smugglers,    nil, 2,  6.,0,  4a,4d,  3h,3f,  5,3,  0, Ind, 100000000001001
Sub,          nil, 2,  7.,1, 10a,2d,  4h,3f,  6,0,  2, Sth, 010000000001000
Earth Shuttle,nil, 1, 12.,2,  4a,3d,  2h,2f,  6,0,  0, E1,  000000000000001
Earth Shuttle,nil, 1, 12.,2,  4a,3d,  2h,2f,  6,2,  3, Fli, 000000000001001
Mining Equipment,Gun, 0,  1.,0,  9a,5d,  4h,3f, 10,3,  0, E1,  000000000000010
City Defence, nil, 0,  0.,0,  0a,4d,  8h,1f,  5,4,  1, Cst, 010010000000000
Officer,      no,  0,  4.,0,  9a,5d,  4h,4f,  7,2,  0, no,  110010001000000
Guerillas,    nil, 0,  4.,0,  6a,4d,  3h,3f,  6,0,  0, Cst, 000100001010000
Guerillas,    nil, 0,  4.,0,  6a,4d,  3h,3f,  6,0,  0, Fli, 010101101011010
Crimson Leigon,nil, 0,  3.,0, 10a,6d,  4h,4f,  9,0,  0, Hor, 010011000000101
Crimson Leigon,nil, 0,  3.,0, 10a,8d,  4h,4f, 10,0,  0, Fli, 110010000001111
Regulars,     nil, 0,  2.,0,  6a,5d,  3h,2f,  6,0,  1, Hor, 000000000000000
Volunteers,   nil, 0,  1.,0,  3a,3d,  3h,2f,  2,0,  1, Cst, 000000000000001
Mech,         Alp, 0,  2.,0,  4a,4d,  3h,2f,  6,0,  1, Mas, 000000010000000
Trooper,      nil, 0,  1.,0,  5a,4d,  3h,2f,  4,8,  1, Cer, 000000000000000
Destroyer,    nil, 2,  5.,1,  8a,8d,  4h,3f, 10,1,  2, Fli, 010000000001000
Saturnalians, nil, 0,  3.,1,  9a,6d,  4h,3f,  9,0,  0, Bri, 010011100000000
Secret Agent, nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Feu, 100000000000011
Meteor,       nil, 1, 20.,1, 99a,1d,  1h,1f,  9,0,  0, Gen, 000011000000000
Trike Trooper,CA,  0,  1.,0,  5a,5d,  2h,2f,  5,0,  1, CoL, 000011001000000
T-Rex Trooper,nil, 0,  2.,0,  8a,3d,  4h,4f,  4,0,  0, CA,  000011000000000
Trike Trooper,nil, 0,  1.,0,  5a,5d,  4h,4f,  3,0,  0, CA,  000011001000000
Cyborg mk2,   Sup, 0,  1.,0,  6a,4d,  4h,5f,  5,0,  0, SFl, 100001000000001
Mark 2,       Stl, 0,  4.,0,  5a,5d,  4h,4f,  5,1,  0, San, 000010000000001
Transformer,  nil, 1,  8.,0,  8a,8d,  3h,3f, 10,0,  0, ToG, 010000000010001
Cyborg mk1,   SFl, 0,  1.,0,  4a,3d,  3h,4f,  4,0,  0, Sea, 000000000000001
Cyborg mk3,   nil, 0,  1.,0,  8a,5d,  5h,6f,  4,0,  0, Tac, 110010100000101
Floater,      nil, 1, 42.,1,  0a,1d,  2h,1f,  4,0,  6, SE,  000000000000011
Mark 3,       nil, 0,  1.,0,  7a,7d,  5h,5f,  4,0,  0, Stl, 010010001000011
Freight,      nil, 0,  4.,0,  0a,1d,  2h,1f,  4,0,  7, AFl, 000000000000010
Mark 1,       San, 0,  1.,0,  3a,3d,  3h,3f,  3,0,  0, Roc, 000000000000000
Transport,    nil, 2,  5.,0,  0a,3d,  4h,1f,  5,8,  4, MP,  010000000000000
Launching Cannon,nil, 1,  1.,1, 30a,1d,  2h,5f,  4,0,  3, Alp, 010000000010000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 2, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  3,0,0,   yes, 4, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  4,1,0,   yes, 7, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  3,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  2,0,0,   yes, 5,10, 0,   yes, 4,10,  1,  Pln,   ; Hil
Mountains,  3,6,  1,0,0,   no,  1,10, 0,   yes, 3,10,  6,  Hil,   ; Mou
Urban,      1,2,  5,1,4,   Grs, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  1,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Pln,   ; Gla
Crater,     2,3,  0,0,0,   Tun, 0,15, 6,   yes, 6,15,  0,  Pln,   ; Swa
Jungle,     2,3,  3,0,4,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  3,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Vaporator,  1,2,  3,1,1,
Buffalo,    1,2,  4,3,0,
Grassland,  1,2,  2,1,0,
Town,       2,3,  3,3,2,
Underground Dw,2,4,  10,4,3,
Gold,       3,6,  0,1,6,
Factory,    1,2,  0,10,10,
Chemical Plant,2,2,  10,6,4,
Rare Earths,2,3,  0,7,8,
Hardwood,   2,3,  1,7,4,
Hab Dome,   1,2,  8,4,8,
Dump,       1,2,  0,6,0,
Wheat,      1,2,  8,1,0,
Grassland,  1,2,  2,1,0,
Waystation, 2,3,  1,4,10,
Tree Farm,  2,4,  2,6,5,
Iron,       3,6,  0,7,0,
Commercial, 1,2,  2,0,15,
Fresh Water,2,2,  10,1,11,
Rare Metals,2,3,  0,10,4,
Fruit,      2,3,  10,0,1,
Tidal Power,1,2,  1,8,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      CEO,         CEO
Police State,   Governor,    Governess
Cybernetic,     No.1,        No.1
Revolutionary,  Comrade,     Comrade
Autocracy,      Lord,        Lady
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       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,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
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,     4, Reverend, Reverend, 5, Speaker, Speaker
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,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 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, 1, 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,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 2, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 3, 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,    ...,     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,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


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


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













