;
;   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)
10      ; City size for first unhappiness at Chieftain level
100     ; Riot factor based on # cities (higher factor lessens the effect)
9       ; 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
10      ; 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
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Freedom of Speech,  7, 5,  nil, nil, 0, 2    ; Alp
Fuel Power,         8, 0,  nil, nil, 0, 1    ; Amp
Relaxed Government, 7, 3,  Alp, Eng, 1, 2    ; Ast
Solar Power,        4, 0,  Amp, nil, 1, 4    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Economic Reform,    4, 6,  Mon, Bri, 1, 1    ; Ban
Capitalism,         4, 2,  nil, nil, 1, 1    ; Bri
Herbal Medicine,    4, 2,  nil, nil, 0, 3    ; Bro
Freedom of Film,    5, 0,  Alp, Med, 0, 4    ; Cer
Special,            5,-1,  nil, no,  1, 3    ; Che
Praticed Medicine,  6, 2,  Bro, Ato, 1, 3    ; Chi
African,            0, 0,  no,  no,  0, 0    ; CoL
Chins Legacy,       0, 0,  no,  no,  0, 0    ; CA 
Allah Law,          0, 0,  no,  no,  0, 0    ; Cmb
Theocracy,          5, 0,  Min, Chi, 2, 4    ; Cmn
Russian,            0, 0,  no,  no,  0, 0    ; Cmp
Union,              0, 0,  no,  no,  0, 0    ; Csc
Construction,       4, 0,  Rfg, Feu, 2, 1    ; Cst
Atahualpa,          0, 0,  no,  no,  0, 0    ; Cor
Americana,          0, 0,  no,  no,  0, 0    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Internet,           4, 0,  Amp, nil, 1, 4    ; E1 
Attack Vehicles,    7,-3,  Feu, Gen, 1, 0    ; E2 
Pop Culture,        4, 3,  Alp, E1,  0, 4    ; Eng
Space Recovery,     8, 0,  Ato, E1,  1, 4    ; Env
Space Lasers,       2,-1,  nil, no,  1, 0    ; Esp
Naval Advances,     5,-1,  Amp, Bro, 2, 1    ; Exp
Trucks,             4, 0,  Ato, Bri, 0, 4    ; Feu
Soldiers Honor,     4,-1,  nil, nil, 0, 0    ; Fli
Fundamentalism,     3,-2,  nil, no,  3, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Training Programs,  6,-2,  Fli, Mon, 1, 0    ; Gen
The Call of Cthulhu,4, 1,  Inv, Too, 2, 2    ; Gue
Human Improvement,  8,-2,  Las, Ldr, 1, 0    ; Gun
Genetic Theroies,   4, 0,  nil, nil, 3, 3    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Occult Research,    6, 0,  Hor, Mon, 2, 2    ; Inv
Genome Projects,    5, 0,  Hor, Chi, 1, 4    ; Iro
Animal Cloning,     4, 1,  Iro, nil, 3, 3    ; Lab
Human Cloning,      6, 2,  Lab, Ast, 3, 3    ; Las
Aggressive Defense, 7,-1,  Fli, Ban, 1, 0    ; Ldr
Computer Recovery,  5, 2,  Med, nil, 0, 4    ; Lit
Alien Contact,      4,-2,  Env, Hor, 1, 4    ; Too
Shield Domes,       4,-1,  Ldr, Too, 2, 0    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Cyborg Ninjas,      4, 1,  Las, Eng, 2, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Magi Support,       0, 0,  no,  no,  2, 2    ; Mat
Decoding,           4, 0,  nil, nil, 0, 4    ; Med
Master Snipers,     6,-2,  Nav, Gun, 3, 0    ; Met
Monotheism,         4, 1,  Mon, Hor, 2, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Established Leader, 5, 1,  Amp, nil, 0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
MovieNet,           4, 0,  Cer, Amp, 0, 2    ; Mys
Sniper Program,     3,-3,  Ldr, Gen, 2, 0    ; Nav
x,                  6,-2,  no,  no,  3, 3    ; NF 
x,                  3, 0,  no,  no,  3, 3    ; NP 
Civilization I,     6, 1,  Lit, Eng, 1, 1    ; Phi
Gargoyles Death,    4,-1,  no,  no,  2, 2    ; Phy
Civilization II,    4, 1,  Phi, nil, 2, 1    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Scrapyard Discovery,4, 1,  nil, no,  0, 1    ; Pot
Radio,              5,-1,  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
Adv. Farming,       3, 1,  Med, Amp, 3, 1    ; Rfg
Mental Elitisim,    5, 1,  Gun, Pla, 3, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
ANTI-CHRIST,        4, 2,  no,  no,  3, 4    ; 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
Trading,            4, 2,  Feu, Bri, 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,  nil, nil, 2, 4    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
Chins Tomb,         3, 0,  no,  no,  0, 0    ; U2 
Yasa Code,          3, 0,  no,  no,  3, 0    ; U3 
Blow up Paris,      8, 0,  X4,  nil, 1, 0    ; X1 
Blow Up Moscow,     8, 0,  X4,  nil, 1, 0    ; X2 
Blow up New York,   8, 0,  X4,  nil, 1, 0    ; X3 
Nuclear Terrorism,  0, 0,  nil, no,  1, 0    ; X4 
Southwest Voodoo,   7,-4,  X6,  nil, 3, 2    ; X5 
Waterfall Fall,     3, 0,  nil, no,  0, 2    ; X6 
Awaken the Cyborg,  3, 0,  Pot, nil, 1, 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,
Capital,                  10, 0,    Mon,
Training Field,            8, 4,    Gen,
Famers Market,             6, 1,    Bri,
Movie Theatre,             4, 1,    Cer,
Gas Station,               8, 1,    Amp,
Library,                   8, 1,    Alp,
Courthouse,                8, 1,    Mon,
Minefield,                 8, 0,    Ldr,
Plantation,                8, 2,    Ato,
Money Laundering,         12, 3,    Ban,
Religion,                 12, 3,    Min,
Network,                  16, 3,    E1, 
Population Control,       16, 4,    Las,
Stadium,                  10, 2,    Amp,
Meth,                     20, 4,    Chi,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Compressor,               20, 2,    Cst,
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Casino,                   16, 4,    Ast,
Hospital,                 12, 2,    Chi,
Harvesters,                8, 3,    Rfg,
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coast Guard,               8, 1,    no, 
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    no, 
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Ban,
ss,                       80, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Colossus,                 20, 0,    no, 
Calming Sonar,            40, 0,    Lab,
Great Library,            30, 0,    no, 
Usual Suspects,           60, 0,    Mys,
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
Alien Overlord,           30, 0,    Too,
Marco Polo's Embassy,     20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Civilization,              5, 0,    Phi,
Leonardo's Workshop,      40, 0,    no, 
Salma Hayek,              40, 0,    Las,
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Strange Idol,             40, 0,    Too,
Statue of Liberty,        40, 0,    no, 
Pink Floyd,               30, 0,    Eng,
Women's Suffrage,         60, 0,    no, 
Matrix,                   100, 0,    Env,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Civilization II,          60, 0,    Pla,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; ss
no,         ; Hanging Gardens
no,         ; Colossus
nil,        ; Calming Sonar
no,         ; Great Library
nil,        ; Usual Suspects
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; Alien Overlord
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
Pla,        ; Civilization
nil,        ; Leonardo's Workshop
nil,        ; Salma Hayek
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Strange Idol
nil,        ; Statue of Liberty
nil,        ; Pink Floyd
nil,        ; Women's Suffrage
nil,        ; Matrix
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Civilization II


;
;    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,       Cst, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Constructors, nil, 0,  2.,0,  1a,2d,  2h,1f,  4,0,  5, Cst, 000000000000000
American Inf.,Gun, 0,  2.,0, 15a,15d, 2h,2f,  8,0,  1, Cur, 000000000000000
Inca Inf.,    Gun, 0,  2.,0, 15a,15d, 2h,2f,  8,0,  1, Cor, 000000000000000
Union Inf.,   Gun, 0,  2.,0, 15a,15d, 2h,2f,  8,0,  1, Csc, 000000000000000
African Inf., Gun, 0,  2.,0, 15a,15d, 2h,2f,  8,0,  1, CoL, 000000000000000
Russian Inf., Gun, 0,  2.,0, 15a,5d,  2h,2f,  8,0,  1, Cmp, 000000000000000
DO NOT USE,   no,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Terrorists,   nil, 0,  2.,0, 18a,5d,  2h,3f,  6,0,  0, Fun, 000100000000000
Night Guant,  nil, 1,  4.,1, 27a,17d, 3h,4f,  5,0,  0, Che, 001000000000000
Asian Inf.,   Gun, 0,  2.,0, 15a,15d, 2h,2f,  8,0,  1, CA,  000000000000000
Muslim Inf.,  Gun, 0,  2.,0, 15a,15d, 2h,2f,  8,0,  1, Cmb, 000000000000000
Australian Inf,nil, 0,  2.,0, 20a,15d, 2h,2f,  8,0,  1, Che, 000000001000000
Inuit,        nil, 0,  2.,0, 18a,15d, 3h,3f,  8,0,  1, Che, 000001000000000
Mech. Inf.,   no,  0,  3.,0,  6a,99d,12h,99f,  5,0,  1, no,  000000000000000
Cannibals,    nil, 0,  2.,0, 20a,14d, 2h,4f,  8,0,  0, Che, 000000000000000
Terra Cotta,  nil, 0,  1.,0, 15a,16d, 3h,2f, 127,0,  0, Che, 000000001000000
Robot,        nil, 0,  3.,0, 20a,27d, 3h,4f, 127,0,  0, Che, 000000001000001
Crusaders,    no,  0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
DO NOT USE,   no,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Gun Truck,    nil, 0,  3.,0, 20a,18d, 3h,2f, 16,0,  0, E2,  000000000000001
Mongol,       nil, 0,  5.,0, 27a,16d, 3h,2f, 127,0,  0, Che, 000000000000000
Sniper,       Met, 0,  3.,0, 25a,5d,  1h,3f, 18,0,  3, Nav, 000001000000000
Magi,         nil, 0,  4.,0, 24a,24d, 3h,2f, 16,0,  3, Mat, 000000000000011
Mummy 3,      nil, 0,  3.,0, 30a,30d, 6h,6f, 127,0,  0, Che, 000000001000011
Mummy 1,      nil, 0,  1.,0,  1a,1d,  1h,1f, 127,0,  0, Che, 000000000000000
Howitzer,     no,  0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Satellite,    nil, 1,  5.,5,  0a,1d,  1h,1f,  6,0,  3, Env, 000000000000001
Saucer,       nil, 1,  8.,4, 20a,13d, 3h,3f, 12,0,  0, Too, 000000000010001
Demon,        nil, 1, 12.,0, 45a,28d, 6h,8f, 127,0,  0, Che, 100000000000001
Stlth Ftr.,   no,  1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  no,  1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Freighter,    Exp, 2,  4.,0,  0a,10d, 2h,2f, 10,2,  4, Amp, 000000000100000
Heavy Freight,no,  2,  4.,0,  0a,15d, 3h,3f, 14,3,  4, Exp, 000000000000001
Attack Squid, nil, 2,  5.,0, 26a,2d,  2h,3f, 12,0,  0, Lab, 000000000001000
Brainiac,     nil, 0,  4.,0, 14a,18d, 3h,2f, 20,0,  1, Rep, 010001000010011
Ironclad,     no,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Motorboat,    nil, 2,  6.,0,  6a,2d,  2h,2f,  8,0,  2, E2,  000000000000000
Adv. Sniper,  nil, 0,  4.,0, 29a,5d,  2h,4f, 20,0,  3, Met, 100001000000001
Citadel,      nil, 0,  0.,0,  0a,34d, 4h,5f, 127,0,  1, Che, 010000000001000
Force Dome,   nil, 0,  0.,0,  0a,20d, 4h,1f, 20,0,  1, Mag, 000000000000001
Stone Dragon, nil, 1,  3.,1, 30a,8d,  4h,5f, 16,0,  3, Phy, 010000000010001
Gargoyle,     nil, 0,  0.,0,  0a,20d, 3h,7f, 127,0,  1, Che, 000000000001001
Statues,      nil, 0,  0.,0,  0a,1d,  1h,1f, 127,0,  1, Che, 000000000001000
Space Laser,  nil, 1, 24.,1, 34a,0d,  1h,5f, 12,0,  0, Esp, 001000000000000
Nuclear Msl., no,  1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Rock Star,    Mas, 0,  2.,0,  0a,10d, 1h,1f, 10,0,  6, Eng, 000000000000010
Cyborg Ninja, nil, 0,  3.,0,  0a,18d, 2h,4f, 16,0,  6, Mas, 000000100000011
Trucker,      no,  0,  3.,0,  0a,10d, 2h,1f, 10,0,  7, Tra, 000000000000010
Freight,      no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Super Soldier,nil, 0,  2.,0, 17a,17d, 2h,3f, 12,0,  0, Gun, 000000000000010
H-W,          nil, 0,  3.,0, 18a,18d, 3h,3f, 127,0,  0, Che, 000000001000011
Dangerous Tide,nil, 1,  0.,0,  0a,99d, 9h,9f, 99,0,  1, Che, 000000000000011
High Peaks,   nil, 1,  0.,0,  0a,99d, 9h,9f, 99,0,  1, Che, 000000000000011
Black Jungle, nil, 1,  0.,0,  0a,99d, 9h,9f, 99,0,  1, Che, 000000000000011
Zombie,       nil, 0,  4.,0, 25a,0d,  1h,4f,  6,0,  0, X5,  001000000000000
Waterfall,    nil, 0,  0.,0,  0a,1d,  1h,1f, 127,0,  1, Che, 000000000001000
Ambush,       nil, 0,  0.,0,  0a,10d, 1h,1f, 127,0,  1, Che, 000000000000000
Alita,        nil, 0,  2.,0, 45a,28d, 3h,6f, 12,0,  0, Che, 000000100000111
Scrapyard,    nil, 0,  0.,0,  0a,27d, 4h,4f, 127,0,  1, Che, 000000000001000
Luohan,       nil, 0,  3.,0, 18a,35d, 4h,4f, 127,0,  1, Che, 010010000010011
Angel,        nil, 1, 12.,4, 25a,30d, 4h,5f, 127,0,  3, Che, 000000000010001

;
; 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, 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,  2,0,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; 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
Major City, 0,4,  4,4,4,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Tundra,     2,2,  1,1,0,   no,  0, 0, 0,   yes, 1,15,  3,  Swa,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 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,      1,2,  3,1,0,
Deer,       1,2,  1,2,0,
Grassland,  1,2,  2,1,0,
Birch Grove,2,3,  3,1,0,
Coal,       2,4,  1,3,0,
Gold,       3,6,  0,1,6,
Homes,      0,5,  5,5,5,
Ivory,      2,2,  1,0,4,
Meat Flower,2,3,  1,2,0,
Diverse Life,2,3,  1,1,4,
Squids,     1,2,  3,0,2,
Tree Island,1,2,  0,1,0,
Songbirds,  1,2,  3,0,0,
Grassland,  1,2,  2,1,0,
Beaver,     2,3,  1,1,3,
Wine,       2,4,  1,0,4,
Yak,        3,6,  0,1,0,
Subdivision,0,5,  5,5,5,
Walrus,     2,2,  0,1,0,
Alligator,  2,3,  3,1,4,
Sugar,      2,3,  4,0,1,
Whales,     1,2,  2,1,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Chaos,          Leader,      Leader
Establishment,  Master,      Mistress
Theocracy,      Shaman,      Shaman
Fundamentalism, High Priest, High Priestess
Republic,       Superior Lord, Superior 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,       1,  1, -1,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian,  1,  1, -1,
Frederick,    Maria Theresa,       0, 3, 0, Germans,     German,      1,  1, -1,
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    1,  1, -1,
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,    1,  1, -1,
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,       1,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,      1,  1, -1,
Lenin,        Catherine the Great, 1, 1, 2, Russians,    Russian,     1,  1, -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, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,
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,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 3, 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
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













