;
;   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
14      ; Riot factor based on # cities (higher factor lessens the effect)
12      ; Aqueduct needed to exceed this size
18      ; 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
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
20      ; 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)
8       ; Max effective science rate in fundamentalism (x10, so 8 = 80%)

;
;   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
Contech,            4,-2,  no, no,   0, 0    ; AFl
Magneto Rails,      3,-1,  nil, nil, 2, 0    ; Alp
Neutrino Fission,   5,-2,  nil, nil, 2, 0    ; Amp
Olympics,           4, 1,  Alp, Whe, 3, 2    ; Ast
Anti Matter,        4,-2,  Alp, Amp, 2, 0    ; Ato
Irradiation,        4,-1,  Amp, X1,  2, 0    ; Aut
Orbital Defense,    4, 0,  nil, X3,  3, 4    ; Ban
DSCA,               4, 0,  nil, X3,  3, 4    ; Bri
Ground Defense,     3,-1,  nil, Bri, 0, 4    ; Bro
Religion,           5, 0,  nil, nil, 0, 2    ; Cer
Mesonics,           5,-1,  Ato, E1,  2, 0    ; Che
Photonics,          4,-2,  U2,  Aut, 2, 0    ; Chi
Heavy Construction, 6,-2,  Ban, E1,  1, 0    ; CoL
Tachyonics,         5,-1,  Cmp, E1,  2, 0    ; CA
Fission Cannon,     5,-2,  Che, U3,  2, 0    ; Cmb
A no no tech,       1, 0,  no,  no,  0, 0    ; Cmn
Plasma Fission,     4,-1,  Che, Chi, 3, 3    ; Cmp
Scatter Gun,        3, 0,  CA,  Cmp, 2, 0    ; Csc
Appeasement,        4, 0,  nil, nil, 0, 4    ; Cst
Phase Shielding,    6,-2,  Aut, Ato, 0, 0    ; Cor
A no no tech,       1, 0,  no,  no,  0, 0    ; Cur
Democracy,          5, 1,  AFl, nil, 2, 2    ; Dem
Kiltech,            3,-2,  no,  no,  0, 0    ; Eco
Plastisteel,        4,-1,  Aut, Ato, 1, 0    ; E1
Torpedoes,          5,-1,  Amp, Alp, 3, 0    ; E2
Advanced Bombers,   6,-2,  E2,  Cmp, 1, 0    ; Eng
A no no tech,       1, 0,  no,  no,  0, 0    ; Env
A no no tech,       1, 0,  no,  no,  0, 0    ; Esp
A no no tech,       1, 0,  no,  no,  0, 0    ; Exp
A no no tech,       1, 0,  no,  no,  0, 0    ; Feu
A no no tech,       1, 0,  no,  no,  0, 0    ; Fli
Fundamentalism,     3,-2,  Eco, nil, 2, 2    ; Fun
A no no tech,       1, 0,  no,  no,  0, 0    ; FP
Cloaking,           5,-2,  E1,  Env, 3, 3    ; Gen
A no no tech,       1, 0,  no,  no,  0, 0    ; Gue
A no no tech,       1, 0,  no,  no,  0, 0    ; Gun
A no no tech,       1, 0,  no,  no,  0, 0    ; Hor
A no no tech,       1, 0,  no,  no,  0, 0    ; Ind
A no no tech,       1, 0,  no,  no,  0, 0    ; Inv
Capital Missiles,   5,-1,  Che, U2,  3, 0    ; Iro
BiPhase Mesonics,   4,-1,  Che, X6,  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,           5, 1,  no,  no,  0, 2    ; Mon
Sports,             5, 1,  nil, nil, 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
xNuclear Power,     3, 0,  no,  no,  3, 3    ; NP
xPhilosophy,        6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
A no no tech,       1, 0,  no,  no,  0, 0    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  no,  no,  0, 2    ; PT
Pottery,            4, 1,  no,  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
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
xThe Republic,      5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
xRocketry,          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,              4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
Civil Appeasement,  4, 1,  no,  no,  3, 2    ; Whe
xWriting,           4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  nil, U3,  3, 3    ; ...
Civil Enforcement,  3, 0,  nil, U2,  3, 2    ; U1
Civil Learning,     3, 1,  nil, U1,  1, 3    ; U2
Civil Economics,    3, 0,  nil, nil, 3, 1    ; U3
Adv. Manufacturing, 5, 0,  nil, nil, 3, 4    ; X1
Adv. Medicine,      3, 1,  nil, nil, 3, 2    ; X2
Adv. Mining,        4, 0,  X1,  X2,  3, 4    ; X3
Adv. Farming,       3, 1,  X1,  X2,  3, 2    ; X4
Privateering,       3,-1,  U1,  X3,  3, 2    ; X5
xATF,               5,-1,  no,  no,  1, 0    ; X6
Advanced Fighters,  6,-2,  Gen, Cmb, 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,                  6,  0,    nil,
Barracks,                 2,  0,    nil,
Hospital,                 4,  0,    X2,
Temple,                   2,  0,    Cer,
TradeCenter,              3,  0,    U3,
Library,                  4,  0,    U2,
Regional Governmnet,      4,  0,    nil,
Ground Turrets,           4,  0,    Bro,
Aquaculture,              4,  1,    X4,
Personal ATM,             5,  2,    U3,
Sports Complex,           3,  2,    MT,
Astrolab,                 6,  2,    U2,
Mass Transit,             6,  3,    no,
Colosseum,                10, 3,    Cst,
Shipyard,                 8,  3,    nil,
Ground Factories,         6,  2,    X1,
Planetary Shields,        12, 4,    Cor,
Recycling Center,         20, 1,    no,
Power Plant,              16, 3,    no,
Hydro Plant,              12, 3,    no,
Nuclear Plant,            6,  1,    no,
Farming Community,        5,  3,    X4,
Underground Housing,      6,  1,    X3,
Weather Control,          8,  2,    X4,
Spacelanes,               6,  3,    U3,
Research Lab,             8,  2,    U2,
Orbital Minefield,        5,  1,    Ban,
Battlestation,            8,  1,    Ban,
Core Mines,               10, 3,    X3,
Asteroid Farming,         6,  0,    X4,
Deep Fusion Plant,        12, 2,    X3,
Teleports,                8,  2,    no,
Police Station,           3,  1,    U1,
Space Academy,            4,  2,    nil,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(War Bonds),              60, 0,    nil,
Pyramids,                 20, 0,    no,
Confederation,            20, 0,    nil,
Mr. Futuri's Co.,         10, 0,    U3,
Deep Space Comm Array 1,  10, 0,    Bri,
Great Library,            30, 0,    no,
Temple to Sivar,          30, 0,    nil,
Great Wall,               30, 0,    no,
Kilrathi Ability,         30, 0,    nil,
Confed Propoganda,        30, 0,    nil,
Marco Polo's Embassy,     20, 0,    no,
The Olympics,             10, 0,    Ast,
Copernicus' Observatory,  30, 0,    no,
Deep Space Comm Array 2,  10, 0,    Bri,
Shakespeare's Theatre,    30, 0,    no,
Leonardo's Workshop,      40, 0,    no,
J. S. Bach's Cathedral,   40, 0,    no,
Isaac Newton's College,   40, 0,    no,
Capitalism,               40, 0,    nil,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Martial Law,              60, 0,    nil,
Hoover Dam,               60, 0,    no,
Biological Weapons Facil.,60, 0,    nil,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Cure for Cancer,          60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
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
Colony Ship,  Eco, 1,  7.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Colony Ship,  AFl, 1,  7.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Hornet,       Eco, 1,  7.,1,  2a,1d,  1h,1f,  1,0,  0, nil, 000000000010000
Scimitar,     Eco, 1,  6.,1,  3a,1d,  1h,1f,  2,0,  0, nil, 000000000010000
Broadsword,   Eco, 1,  7.,2,  4a,4d,  2h,2f,  3,0,  0, E2,  000000000000000
Ferret,       Eco, 1,  8.,1,  1a,1d,  1h,1f,  1,0,  1, Alp, 000000000010000
Rapier,       Eco, 1,  6.,1,  3a,3d,  2h,1f,  2,0,  0, Aut, 000000000010000
Arrow,        Eco, 1,  6.,1,  4a,3d,  1h,1f,  2,0,  0, Che, 000000000010000
Jalkehi,      AFl, 1,  6.,1,  3a,3d,  2h,1f,  2,0,  0, Aut, 000000000010000
Partisans,    nil, 1,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Hellcat V,    Eco, 1,  7.,1,  3a,3d,  1h,1f,  1,0,  0, Che, 000000000010000
Longbow,      Eco, 1,  8.,2,  8a,9d,  2h,2f,  3,0,  0, Eng, 000000000000000
Excalibur,    Eco, 1,  7.,2, 6a,12d,  2h,1f,  3,0,  0, CA,  000000000010000
Wraith,       Eco, 1,  7.,1,  5a,6d,  1h,1f,  2,0,  0, CA,  000000000010000
Dralthi IV,   AFl, 1,  7.,1,  2a,4d,  1h,1f,  2,0,  0, Che, 000000000010000
Jalthi,       AFl, 1,  7.,1,  2a,2d,  2h,1f,  2,0,  0, Amp, 000000000010000
Drakhri,      AFl, 1,  6.,1,  2a,1d,  1h,1f,  2,0,  0, Aut, 000000000010000
Salthi,       AFl, 1,  8.,1,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000010000
Gratha,       AFl, 1,  6.,1,  2a,2d,  2h,1f,  2,0,  0, Alp, 000000000010000
Darket,       AFl, 1,  7.,1,  1a,3d,  1h,1f,  1,0,  1, Che, 000000000010000
Paktahn,      AFl, 1,  6.,1,  7a,8d,  2h,2f,  3,0,  0, Cmp, 000000000000000
Vaktoth,      AFl, 1,  7.,2,  4a,9d,  2h,1f,  3,0,  0, CA,  000000000010000
Gothri,       AFl, 1,  8.,1,  3a,6d,  2h,1f,  2,0,  0, E1,  000000000010000
Sartha,       AFl, 1,  6.,1,  1a,1d,  1h,1f,  2,0,  1, Aut, 000000000010000
Jrathek,      AFl, 1,  7.,1,  2a,5d,  1h,1f,  2,0,  0, Chi, 000000000010000
Lt. Cruiser,  Eco, 2,  7.,0,  4a,3d,  3h,4f,  8,0,  0, nil, 000000000000001
Ralatha,      AFl, 2,  7.,0,  2a,4d,  4h,3f,  7,0,  0, nil, 000000000000001
K Ha Haf,     AFl, 1,  4.,1, 8a,11d,  2h,1f,  3,0,  1, CA,  000000000010000
Sabre,        Eco, 1,  8.,1,  4a,4d,  2h,1f,  2,0,  0, E1,  000000000010000
Morningstar,  Eco, 1,  7.,2,  5a,2d,  2h,2f,  3,0,  0, E1,  000000000010000
Thunderbolt,  Eco, 1,  8.,1, 3a,11d,  2h,2f,  2,0,  1, Cmp, 000000000000000
Strakha,      AFl, 1,  6.,1,  3a,4d,  2h,1f,  2,0,  0, Gen, 000000000010010
Lt. Carrier,  Eco, 2,  6.,0,  4a,3d,  3h,3f, 10,0,  0, nil, 000000010000001
Hv. Carrier,  Eco, 2,  6.,0, 10a,3d,  4h,3f, 13,0,  0, Cor, 000000010000001
Destroyer,    Eco, 2,  8.,0,  3a,3d,  3h,3f,  6,0,  0, nil, 000000000000001
Hv. Carrier,  AFl, 2,  6.,0,  3a,3d,  4h,3f, 10,0,  0, Cor, 000000010000001
BioWeapon,    nil, 1,  2.,1, 99a,0d,  1h,1f, 12,0,  0, nil, 001000000000000
Destroyer,    AFl, 2,  8.,0,  3a,3d,  3h,3f,  6,0,  0, nil, 000000000000001
Dreadnought,  AFl, 2,  4.,0, 19a,12d, 5h,5f, 22,4,  0, CoL, 000000010000001
Vesuvius,     Eco, 2,  4.,0, 15a,10d, 4h,4f, 18,0,  0, CoL, 000000010000001
Cruiser,      Eco, 2,  6.,0,  6a,5d,  4h,4f,  8,0,  0, Cor, 000000000000001
Cruiser,      AFl, 2,  6.,0,  6a,5d,  4h,4f,  8,0,  0, Cor, 000000000000001
Transport,    Eco, 2,  6.,0,  0a,1d,  2h,1f,  3,4,  4, nil, 000000000000000
Transport,    AFl, 2,  6.,0,  0a,1d,  2h,1f,  3,4,  4, nil, 000000000000000
Skipper Msl., AFl, 1,  8.,1,  8a,1d,  1h,3f,  2,0,  0, Iro, 001000000000001
Epee,         Eco, 1,  7.,1,  2a,2d,  1h,1f,  1,0,  0, Aut, 000000000010000
Aslt. Shuttle,nil, 1,  6.,0,  2a,3d,  2h,1f,  5,0,  0, nil, 000000000000000
Osprey,       Eco, 1,  7.,1, 8a,14d,  3h,1f,  8,0,  0, Lab, 000000000010000
Trader,       nil, 0,  1.,0,  0a,1d,  1h,1f,  1,0,  7, Tra, 000000000000010
Tarkhan,      AFl, 1,  5.,2, 7a,18d,  2h,1f,  5,0,  0, X7,  000000000010000
Pchela,       AFl, 1,  8.,1,  2a,3d,  1h,1f,  1,0,  0, X7,  000000000010000
Dragon,       Eco, 1,  6.,2, 5a,12d,  2h,2f,  4,0,  0, X7,  000000000010000
Banshee,      Eco, 1,  6.,1,  4a,1d,  1h,1f,  1,0,  0, Csc, 000000000010000
Dralthi,      AFl, 1,  6.,1,  2a,1d,  1h,1f,  1,0,  0, nil, 000000000010000
Nuclear Bomb, nil, 0,  1.,0, 10a,1d,  1h,4f,  4,0,  0, nil, 001000000000100
Infantry,     Eco, 0,  2.,0,  4a,6d,  2h,1f,  2,0,  1, nil, 000000000000100
Vindicator,   Eco, 1,  3.,1,  3a,6d,  1h,2f,  2,0,  1, Che, 000000000000000
Tank,         nil, 0,  3.,0,  6a,3d,  1h,2f,  3,0,  0, nil, 000000000000100
Proton Bomb,  nil, 0,  1.,0, 22a,1d,  1h,4f,  6,0,  0, nil, 001000000000100
Infantry,     AFl, 0,  2.,0,  4a,6d,  2h,1f,  2,0,  1, nil, 000000000000100
Ekapshi,      AFl, 1,  1.,1,  2a,5d,  1h,1f,  1,0,  1, Che, 000000000010000
Fralthra,     AFl, 2,  6.,0,  3a,4d,  3h,3f, 10,0,  0, nil, 000000010000001

;
; 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,  6,6,0,   no,  1, 5, 0,   no,  1, 5,  0,  Pln,   ; Drt
Arid,       1,2, 14,5,0,   no,  1, 5, 0,   no,  0,15,  0,  Grs,   ; Pln
Terran,     1,2, 24,4,0,   no,  1, 5, 0,   no,  0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,1,0,   no,  0, 5, 0,   no,  0, 5,  0,  Grs,   ; For
Lava,       2,4, 4,11,0,   no,  1,10, 0,   no,  3,10,  0,  Pln,   ; Hil
Ocean,      3,6,  8,3,0,   no,  1,10, 0,   no,  1,10,  0,  Hil,   ; Mou
Tundra,     1,2,  8,4,0,   no,  1,10, 0,   no,  0, 0,  0,  Drt,   ; Tun
Frozen,     2,2,  6,1,0,   no,  0, 0, 0,   no,  1,15,  0,  Tun,   ; Gla
Swamp,      2,3,  8,4,0,   no,  0,15, 0,   no,  0,15,  0,  Pln,   ; Swa
Barren,     2,3,  6,4,0,   no,  0,15, 0,   no,  0,15,  0,  Pln,   ; Jun
Space,      1,2,  0,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Desert,     1,2,  8,6,0,
Arid,       1,2, 14,6,0,
Terran,     1,2, 24,4,0,
Pheasant,   2,3,  3,1,0,
Lava,       2,4, 4,12,0,
Ocean,      3,6,  8,3,6,
Tundra,     1,2, 10,4,0,
Frozen,     2,2,  6,1,4,
Swamp,      2,3,  8,5,0,
Barren,     2,3,  6,4,4,
Space,      1,2,  0,0,3,
Desert,     1,2,  6,7,0,
Arid,       1,2, 16,5,0,
Terran,     1,2, 24,5,0,
Silk,       2,3,  1,1,3,
Lava,       2,4, 4,11,4,
Ocean,      3,6,  8,5,0,
Tundra      1,2,  8,4,3,
Frozen,     2,2,  6,5,0,
Swamp,      2,3, 10,4,4,
Barren,     2,3,  6,4,1,
Space,      1,2,  0,0,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Prince,      Princess
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Prince,      Princess
Republic,       Consul,      Consul
Democracy,      Admiral,     Admiral

;
;   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, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     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, 0, Celts,       Celtic,     -1,  1,  0,     4, 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
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
Pets,
Robots,
Tabacco,
Plaything,
Grain,
Uranium,
Tungsten,
Brilliance,
Beer,
Clothing,
Med. Supplies,
Lux. Foods,
Gems,
Platinum,
Hydrogen,
Lythium,


@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
Rookie
Veteran
Ace
Hard
Crazy
Nightmare

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













