;
;   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
4        ; Road movement multiplier
1        ; 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)
10       ; City size for first unhappiness at Chieftain level
99       ; Riot factor based on # cities (higher factor lessens the effect)
10       ; Aqueduct needed to exceed this size
16       ; Sewer System needed to exceed this size
10       ; Tech paradigm (higher # slows research)
10       ; Base time for engineers to transform terrain (x2)
5        ; Monarchy  pays support for all units past this
5        ; Communism pays support for all units past this
1        ; Fundamentalism pays support for all units past this
10       ; Communism is equivalent of this palace distance.
30       ; Fundamentalism loses this % of science
30       ; Percent shield penalty for production type change
10       ; Max paradrop range
75       ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;     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 leaders 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
Roman Lore,          1,  0, nil, nil, 0, 4;  AFl
Roman Military,      1, -1, AFl, nil, 0, 0;  Alp
Roman Apperance,     1,  1, AFl, Alp, 0, 4;  Amp
Greek Lore,          1,  0, nil, nil, 0, 4;  Ast
Greek Military,      1, -1, Ast, nil, 0, 0;  Ato
Greek Apperance,     1,  1, Ast, Ato, 0, 4;  Aut
Banking,             4,  1, no,  no,  1, 1;  Ban
Bridge Building,     4,  0, nil, nil, 0, 4;  Bri
Native Lore,         1,  0, nil, nil, 0, 4;  Bro
Native Miltitary,    1, -1, Bro, nil, 0, 0;  Cer
Native Existance,    1,  1, Bro, Cer, 0, 3;  Che
Viking Lore,         1,  0, nil, nil, 0, 4;  Chi
Viking Military,     1, -1, Chi, nil, 0, 0;  CoL
Viking Apperance,    1,  1, Chi, CoL, 0, 4;  CA
European Adapted Tech's,  1,  0, Cmb, nil, 0, 4;  Cmb
Communism,           1,  0, Bro, nil, 0, 2;  Cmn
European Appearance,  1,  0, nil, nil, 0, 4;  Cmp
Tipi Building,       1,  0, nil, nil, 0, 4;  Csc
Construction,        1,  0, Csc, nil, 0, 4;  Cst
German Lore,         1,  0, nil, nil, 0, 4;  Cor
German Military,     1, -1, Cor, nil, 0, 0;  Cur
Democracy,           5,  1, no,  no,  0, 0;  Dem
German Appearance,   1,  1, Cor, Cur, 0, 4;  Eco
Anti Native Tech,    1,  0, no,  no,  0, 4;  E1
Anti Roman Tech,     1,  0, no,  no,  0, 4;  E2
Engineering,         4,  0, no,  no,  0, 0;  Eng
Anti Viking Tech,    1,  0, no,  no,  0, 4;  Env
Anti Greek Tech,     1,  0, no,  no,  0, 4;  Esp
Anti German Tech,    1,  0, no,  no,  0, 4;  Exp
Feudalism,           4, -1, no,  no,  0, 0;  Feu
Flight,              4, -1, no,  no,  0, 0;  Fli
Fascism,             5, -2, no,  no,  0, 0;  Fun
Fusion Power,        3,  0, no,  no,  0, 0;  FP
Genetic Engineering,  3,  2, no,  no,  0, 0;  Gen
Guerrilla Warfare,   3,  0, no,  no,  0, 0;  Gue
Firearms,            8, -2, no,  no,  1, 0;  Gun
Horseback Riding,    4, -1, no,  no,  0, 0;  Hor
Industrialization,   6,  0, no,  no,  2, 1;  Ind
Invention,           6,  0, no,  no,  1, 4;  Inv
Iron Working,        5, -1, no,  no,  0, 4;  Iro
Labor Union,         4, -1, no,  no,  3, 2;  Lab
The Laser,           4,  0, no,  no,  3, 3;  Las
Leadership,          5, -1, no,  no,  1, 0;  Ldr
Literacy,            5,  2, no,  no,  0, 3;  Lit
Machine Tools,       4, -2, no,  no,  2, 4;  Too
Magnetism,           4, -1, no,  no,  1, 3;  Mag
Map Making,          6, -1, no,  no,  0, 1;  Map
Masonry,             4,  1, no,  no,  0, 4;  Mas
Mass Production,     5,  0, no,  no,  3, 4;  MP
Mathematics,         4, -1, no,  no,  0, 3;  Mat
Medicine,            4,  0, no,  no,  1, 1;  Med
Metallurgy,          6, -2, no,  no,  1, 0;  Met
Miniaturization,     4,  1, no,  no,  3, 4;  Min
Mobile Warfare,      8, -1, no,  no,  3, 0;  Mob
Monarchy,            1,  0, Cmp, nil, 0, 2;  Mon
Monotheism,          5,  1, no,  no,  1, 2;  MT
Mysticism,           4,  0, no,  no,  0, 2;  Mys
Navigation,          6, -1, no,  no,  1, 1;  Nav
Nuclear Fission,     6, -2, no,  no,  3, 3;  NF
Nuclear Power,       3,  0, no,  no,  3, 3;  NP
Philosophy,          6,  1, no,  no,  1, 2;  Phi
Physics,             4, -1, no,  no,  1, 3;  Phy
Plastics,            4,  1, no,  no,  3, 4;  Pla
War College,         6, -2, no,  no,  2, 0;  Plu
Polytheism,          4,  0, no,  no,  0, 2;  PT
Pottery,             4,  1, no,  no,  0, 1;  Pot
Radio,               5, -2, no,  no,  3, 4;  Rad
Railroad,            6,  0, no,  no,  2, 1;  RR
Recycling,           2,  1, no,  no,  3, 2;  Rec
Refining,            4,  0, no,  no,  2, 4;  Ref
Refrigeration,       3,  1, no,  no,  3, 1;  Rfg
The Republic,        5,  1, no,  no,  0, 2;  Rep
Robotics,            5, -2, no,  no,  3, 0;  Rob
Rocketry,            6, -2, no,  no,  3, 0;  Roc
Sanitation,          4,  2, no,  no,  2, 1;  San
Seafaring,           4,  1, no,  no,  0, 1;  Sea
Space Flight,        4,  1, no,  no,  3, 3;  SFl
Stealth,             3, -2, no,  no,  3, 0;  Sth
Steam Engine,        4, -1, no,  no,  2, 3;  SE
Steel,               4, -1, no,  no,  2, 4;  Stl
Superconductor,      4,  1, no,  no,  3, 3;  Sup
Tactics,             6, -1, no,  no,  2, 0;  Tac
Theology,            3,  2, no,  no,  1, 2;  The
Theory of Gravity,   4,  0, no,  no,  1, 3;  ToG
Trade,               1,  0, nil, nil, 0, 1;  Tra
University,          5,  1, no,  no,  1, 3;  Uni
Warrior Code,        4, -1, no,  no,  0, 0;  War
The Wheel,           4, -1, no,  no,  0, 4;  Whe
Writing,             4,  2, no,  no,  0, 3;  Wri
Future Technology,   1,  0, no,  no,  3, 3;  ...
User Def Tech A,     3,  0, no,  no,  0, 0;  U1
User Def Tech B,     3,  0, no,  no,  0, 0;  U2
Armor Design,        8, -2, no,  no,  3, 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, 
Palace,              10,  0, Csc, 
Barracks,             4,  1, nil, 
Granary,              6,  1, Csc, 
Temple,               4,  1, Csc, 
MarketPlace,          8,  1, Csc, 
Library,              8,  1, Cmp, 
Courthouse,           8,  1, Cmp, 
City Walls,           8,  0, Csc, 
Aqueduct,             8,  2, Csc, 
Bank,                12,  3, Ast, 
Cathedral,           12,  3, Sth, 
University,          16,  3, Sth, 
Mass Transit,        16,  4, MP, 
Colosseum,           10,  4, Cmp, 
Factory,             20,  4, Ind, 
Manufacturing Plant,  32,  6, Sth, 
SDI Defense,         20,  4, Sth, 
Recycling Center,    20,  2, Sth, 
Power Plant,         16,  4, Sth, 
Hydro Plant,         24,  4, Sth, 
Nuclear Plant,       16,  2, Sth, 
Stock Exchange,      16,  4, Sth, 
Sewer System,        12,  2, Cmp, 
Supermarket,          8,  3, Rfg, 
Roman Roads,         20,  5, AFl, 
Research Lab,        16,  3, Sth, 
SAM Missile Battery,  10,  2, Sth, 
Coastal Fortress,     8,  1, Cmp, 
Solar Plant,         32,  4, Sth, 
Harbor,               6,  1, Csc, 
Drift wood collectors,  10,  2, Cor, 
Airport,             16,  3, Sth, 
Police Station,       6,  2, Sth, 
Military Harbor,      8,  2, Chi, 
SS Structural,        8,  0, SFl, 
SS Component,        16,  0, Pla, 
SS Module,           32,  0, Sup, 
Homeland Trade,      60,  0, Cmp, 
Indian Farming,      20,  0, Bro, 
New Rome Riviera,    20,  0, AFl, 
Colossus,            20,  0, Bro, 
The Light of the Greek,  20,  0, Ast, 
Great Library,       30,  0, Sth, 
Montezumas Predictions,  30,  0, Bro, 
Limes,               30,  1, Cor, 
Montezumas War Academy,  30,  0, Bro, 
Viking Fishermen,    30,  0, Chi, 
Brutus's Embassy,    20,  0, AFl, 
Roman Opera House,   40,  0, AFl, 
Copernicus' Observatory,  30,  0, Ast, 
Viking's Voyage,     40,  0, Chi, 
Amphitheater,        30,  0, Ast, 
Leonardo's Workshop,  40,  0, Sth, 
Chant of the Woods,  30,  1, Cor, 
Isaac Newton's College,  40,  0, Sth, 
Viking Carelessness,  40,  0, Chi, 
Darwin's Voyage,     40,  0, Sth, 
Statue of Liberty,   40,  0, Sth, 
Eiffel Tower,        30,  0, Sth, 
Women's Suffrage,    60,  0, Sth, 
Hoover Dam,          60,  0, Sth, 
Manhattan Project,   60,  0, Sth, 
United Nations,      60,  0, Sth, 
Apollo Program,      60,  0, Sth, 
SETI Program,        60,  0, Sth, 
Druid's Remedy,      30,  1, Cor, 
 
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,       ; Indian Farming
nil,       ; New Rome Riviera
Fli,       ; Colossus
nil,       ; The Light of the Greek
nil,       ; Great Library
nil,       ; Montezumas Predictions
nil,       ; Limes
nil,       ; Montezumas War Academy
nil,       ; Viking Fishermen
nil,       ; Brutus's Embassy
nil,       ; Roman Opera House
nil,       ; Copernicus' Observatory
nil,       ; Viking's Voyage
nil,       ; Amphitheater
nil,       ; Leonardo's Workshop
nil,       ; Chant of the Woods
nil,       ; Isaac Newton's College
nil,       ; Viking Carelessness
nil,       ; Darwin's Voyage
nil,       ; Statue of Liberty
nil,       ; Eiffel Tower
nil,       ; Women's Suffrage
nil,       ; Hoover Dam
nil,       ; Manhattan Project
nil,       ; United Nations
nil,       ; Apollo Program
nil,       ; SETI Program
nil,       ; Druid's Remedy


;
;    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
Slaves,             Bro,  0,  1.,  0,  0a,  1d,  2h,  1f,  4,  0,  5, nil, 000000000000000
Indian Farmer,      E1,   0,  2.,  0,  0a,  2d,  2h,  1f,  4,  0,  5, Bro, 000000000000000
Indian Horsemen,    E1,   0,  3.,  0,  5a,  3d,  2h,  1f,  4,  0,  0, Cer, 000001000000011
Tomahawk Men,       E1,   0,  2.,  0,  5a,  4d,  2h,  1f,  4,  0,  0, Cer, 000001000000011
Indian Archers,     E1,   0,  2.,  0,  4a,  3d,  2h,  1f,  3,  0,  0, Cer, 000001000000011
Indian Spearmen,    E1,   0,  2.,  0,  3a,  4d,  2h,  1f,  3,  0,  1, Cer, 000001000000011
Viking Axemen,      Env,  0,  2.,  0,  5a,  2d,  2h,  1f,  4,  0,  0, CoL, 000000000000100
Viking Guards,      Env,  0,  2.,  0,  3a,  4d,  2h,  1f,  3,  0,  1, CoL, 000000000000100
Stormtroopers,      nil,  0,  2.,  0,  7a,  5d,  2h,  1f,  5,  0,  0, Fun, 000000000000000
Greek Phalanx,      Esp,  0,  2.,  0,  3a,  4d,  2h,  1f,  4,  0,  1, Ato, 000000000000000
Greek Sword Fighters, Esp,  0,  2.,  0,  6a,  3d,  2h,  1f,  4,  0,  0, Ato, 000000000000000
Greek Archers,      Esp,  0,  2.,  0,  4a,  3d,  2h,  1f,  4,  0,  0, Ato, 000000000000000
Native Fighters,    nil,  0,  2.,  0,  3a,  3d,  2h,  1f,  4,  0,  0, Cmb, 000001000000011
Greek Horsemen,     Esp,  0,  4.,  0,  6a,  4d,  2h,  1f,  5,  0,  0, Ato, 000000000000000
Viking Elite,       Env,  0,  2.,  0,  7a,  3d,  2h,  1f,  6,  0,  0, CoL, 000000000000100
Viking Horsemen,    Env,  0,  3.,  0,  3a,  2d,  2h,  1f,  3,  0,  0, CoL, 000000000000100
Greek Chariot,      Esp,  0,  3.,  0,  8a,  3d,  2h,  2f,  9,  0,  0, no,  000000000000000
War Elephant,       E2,   0,  3.,  0,  8a,  5d,  3h,  1f,  9,  0,  0, no,  000000000000000
Roman Horsemen,     E2,   0,  4.,  0,  6a,  4d,  2h,  1f,  4,  0,  0, Alp, 000000000000000
Roman Phalanx,      E2,   0,  2.,  0,  4a,  4d,  2h,  1f,  4,  0,  1, Alp, 000000000000000
Roman Archers,      E2,   0,  2.,  0,  3a,  2d,  2h,  1f,  3,  0,  0, Alp, 000000000000000
Horse Archers,      E2,   0,  4.,  0,  4a,  2d,  2h,  1f,  4,  0,  0, Alp, 000000000000000
Legion,             E2,   0,  2.,  0,  7a,  5d,  2h,  1f,  5,  0,  0, Alp, 000000000000000
German Spearmen,    Exp,  0,  2.,  0,  4a,  4d,  2h,  1f,  4,  0,  1, Cur, 000000000000000
Catapult,           nil,  0,  2.,  0,  7a,  1d,  2h,  1f,  5,  0,  0, Cmp, 000000000000000
Elite Swordmen,     Env,  0,  2.,  0,  8a,  4d,  2h,  2f,  9,  0,  0, no,  000000000000100
Amazon Fighters,    nil,  0,  2.,  0,  7a,  4d,  2h,  2f,  9,  0,  0, no,  000001000000011
German Juggers,     Exp,  0,  2.,  0,  4a,  3d,  2h,  1f,  3,  0,  0, Cur, 000000000000001
Missionary,         Exp,  0,  4.,  0,  7a,  6d,  2h,  1f, 99,  0,  0, no,  000000000000001
German Swordmen,    Exp,  0,  2.,  0,  7a,  4d,  2h,  1f,  5,  0,  0, Cur, 000000000000000
Kogge,              Exp,  2,  6.,  0,  3a,  3d,  3h,  1f,  6,  6,  4, Cur, 000000000010001
Dromon,             Exp,  2,  8.,  0,  6a,  4d,  3h,  1f,  7,  0,  0, Cur, 000000000000001
War Canoes,         E1,   2, 10.,  0,  4a,  1d,  2h,  1f,  4,  0,  2, Cer, 000000000100000
Canoes,             E1,   2,  7.,  0,  1a,  2d,  2h,  1f,  4,  3,  4, Cer, 000000000100000
High Sea Canoe,     E1,   2, 10.,  0,  3a,  2d,  2h,  1f,  6,  2,  2, Cer, 000000000000000
Long Boat,          Env,  2, 12.,  0,  6a,  4d,  3h,  1f,  9,  0,  2, CoL, 000000000000001
Transport Long Boat, Env,  2, 10.,  0,  3a,  3d,  3h,  1f,  8,  4,  4, CoL, 000000000000000
Roman Galley,       E2,   2,  8.,  0,  5a,  4d,  3h,  1f,  8,  0,  2, Alp, 100000000000001
Roman Trireme,      E2,   2,  6.,  0,  4a,  2d,  3h,  1f,  7,  6,  4, Alp, 100000000000001
Trimaran,           nil,  2, 15.,  0,  3a,  1d,  2h,  1f,  5,  1,  2, Cmb, 110000000000001
Greek Trireme,      Esp,  2,  7.,  0,  4a,  3d,  3h,  1f,  7,  5,  2, Ato, 000000000000001
German Horsemen,    Exp,  0,  4.,  0,  6a,  3d,  2h,  1f,  4,  0,  0, Cur, 000000000000000
Greek Bireme,       Esp,  2,  8.,  0,  6a,  4d,  3h,  1f,  9,  0,  2, Ato, 000000010000001
Siegfried,          nil,  0,  1.,  0,  0a,  8d,  5h,  2f, 99,  0,  1, no,  000000000000001
Claudius,           nil,  0,  1.,  0,  0a,  8d,  5h,  2f, 99,  0,  1, no,  001000000000000
Nuclear Msl.,       nil,  1, 16.,  0, 99a,  0d,  1h,  1f, 16,  0,  0, no,  001000000000000
Diplomat,           Esp,  0,  2.,  0,  0a,  0d,  1h,  1f,  3,  0,  6, Wri, 000000000000010
Spy,                nil,  0,  3.,  0,  0a,  0d,  1h,  1f,  3,  0,  6, Cmp, 000000100000111
Merchant,           E1,   0,  2.,  0,  0a,  1d,  1h,  1f,  5,  0,  7, Bro, 000000000000010
Goods Trail,        nil,  0,  4.,  0,  0a,  1d,  1h,  1f,  5,  0,  7, Cmp, 000000000000010
Explorer,           nil,  0,  2.,  0,  0a,  2d,  2h,  1f,  4,  0,  0, Cmp, 000001000000011
Brutus,             nil,  0,  1.,  0,  0a,  8d,  4h,  3f, 99,  0,  1, no,  000000000000001
Gerbold the Grey,   nil,  0,  1.,  0,  0a,  8d,  3h,  4f, 99,  0,  1, no,  000000000000000
Indian Chief,       nil,  0,  2.,  0,  8a,  5d,  2h,  2f, 99,  0,  0, no,  000001000000011

;
; 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
Desert,              1,  2,  0,  1,  0, yes,  1,  5,  5,   yes,  1,  5,  3,   Pln,    ; Drt
Plains,              1,  2,  1,  1,  0, yes,  1,  5,  1,   For,  0, 15,  0,   Grs,    ; Pln
Grassland,           1,  2,  2,  1,  0, yes,  1,  5,  2,   For,  0, 10,  0,   Hil,    ; Grs
Forest,              2,  3,  1,  2,  0, Pln,  1,  5,  5,   no,   1,  5,  0,   Grs,    ; For
Hills,               2,  4,  1,  0,  0, yes,  1, 10,  0,   yes,  3, 10,  1,   Pln,    ; Hil
Mountains,           3,  6,  0,  1,  0, no,   1, 10,  0,   yes,  1, 10,  6,   Hil,    ; Mou
Tundra,              1,  2,  1,  0,  0, yes,  1, 10,  1,   no,   0,  0,  0,   Drt,    ; Tun
Glacier,             2,  2,  0,  0,  0, no,   0,  0,  0,   yes,  1, 15,  3,   Tun,    ; Gla
Swamp,               2,  3,  1,  0,  0, Grs,  1,  5,  6,   For,  1, 15,  0,   Pln,    ; Swa
Jungle,              2,  3,  1,  0,  0, Grs,  1,  5,  6,   For,  1, 15,  0,   Pln,    ; Jun
Ocean,               1,  2,  1,  0,  2, no,   0,  0,  0,   no,   0,  0,  0,   no,     ; Oce
Oasis,               1,  2,  3,  1,  0, 
Buffalo,             1,  2,  1,  3,  0, 
Grassland,           1,  2,  2,  1,  0, 
Pheasant,            2,  3,  3,  2,  0, 
Coal,                2,  4,  1,  2,  0, 
Gold,                3,  6,  0,  1,  6, 
Game,                1,  2,  3,  1,  0, 
Ivory,               2,  2,  1,  1,  4, 
Peat,                2,  3,  1,  4,  0, 
Gems,                2,  3,  1,  0,  4, 
Fish,                1,  2,  3,  0,  2, 
Oil,                 1,  2,  0,  4,  0, 
Wheat,               1,  2,  3,  1,  0, 
Grassland,           1,  2,  2,  1,  0, 
Timber,              2,  3,  1,  3,  2, 
Wine,                2,  4,  1,  0,  4, 
Iron,                3,  6,  0,  4,  0, 
Furs,                1,  2,  2,  0,  3, 
Oil,                 2,  2,  0,  4,  0, 
Spice,               2,  3,  3,  0,  4, 
Fruit,               2,  3,  4,  0,  1, 
Whales,              1,  2,  2,  2,  3, 




@GOVERNMENTS
Anarchy,            Mr.,                Ms.                 
Imperialism,        Emperor,            Empress             
Oligarchy,          Imperator,          Empress             
Tribal Collective,  Chief,              Chief               
Fascism,            Fuehrer,            Fuehres             
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 = 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
Brutus,             Livia,              0, 1, 1, Romans,             Roman,               0,  1,  0, 1, Dictator,           Dictator            , 2, Imperator,          Imperatrix          
Claudius,           Athena,             0, 2, 1, Greeks,             Greek,               1,  0,  0,
Claudius,           Claudia,            0, 3, 1, Greeks,             Greek,               0,  1,  0, 1, Kaiser,             Kaiserina           , 6, Chancellor,         Chancellor          
Gerbold,            Gerbolda,           0, 4, 3, Vikings,            Viking,              1,  1,  0,
Abe Lincoln,        E. Roosevelt,       0, 5, 1, Americans,          American,           -1,  0,  1, 4, General,            General             , 5, Speaker,            Speaker             
Cahyup,             Galaz,              1, 6, 0, Mogollon Indians,   Mogollon,            1, -1,  0, 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           
Siegfried,          Brunhilde,          0, 2, 3, Germans,            German,              1,  1,  0,
Louis XIV,          Joan of Arc,        0, 3, 3, French,             French,              1,  1,  1, 4, Marshall,           Marshall            , 6, Premier,            Premier             
Montezuma,          Nazca,              0, 4, 0, Aztecs,             Aztec,               0, -1,  1,
Is'Tee,             Wu'tan,             0, 5, 0, Amazon Tribes,      Amazon,              1, -1,  0,
Henry VIII,         Elizabeth I,        1, 6, 3, English,            English,             0,  1,  0, 4, Lord Protector,     Lady Protector      , 6, Prime Minister,     Prime Minister      
Cahyup,             Galaz,              0, 7, 0, Mogollon Indians,   Mogollon Indian,     0, -1,  0,
Cunobelin,          Boadicea,           1, 1, 0, Celts,              Celtic,             -1,  1,  0, 1, 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             
Gerbold,            Gunnhilda,          0, 4, 3, Vikings,            Viking,              1,  1,  0,
Muge,               Agris,              0, 5, 0, Hopewell Indians,   Hopewell Indian,     1, -1,  0, 2, Shah,               Shah                , 4, Ayatollah,          Ayatollah           
Hannibal,           Dido,               0, 6, 1, Carthaginians,      Carthaginian,        0,  0, -1,
Muge,               Agris,              0, 7, 0, True People,        True,                1, -1,  0, 1, 1,                  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
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,      A
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged




