;
;   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
2       ; Shtl. Route movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each colonist eats per turn
10      ; # of rows in food box (rows * colony_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Planetary Empire)
2       ; Settlers eat (govt >= Galactic Republic)
7       ; City size for first unhappiness at Sergeant level
14      ; Riot factor based on # colonies (higher factor lessens the effect)
8       ; Biodome needed to exceed this size
12      ; Atmosphere Regulator needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for terraformers to terraform terrain (x2)
3       ; Planetary Regime pays support for all units past this
3       ; Galactic Republic pays support for all units past this
10      ; Symbiosis pays support for all units past this
0       ; Galactic Republic is equivalent of this HQ distance.
50      ; Symbiosis loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
50      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in Symbiosis (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 = Stellar Age
;             1 = Galactic Age
;             2 = Crystalline Age
;             3 = Ultratech
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Command
;             3 = Science
;             4 = Engineering
;
@CIVILIZE
Dockers' Guild,     3, 0, Whe, Mob,  1, 2    ; AFl
Crystalline Tech,   3,-1, Ato,  NF,  2, 3    ; Alp
Religious Caste,    3,-1, Ato, Gue,  2, 2    ; Amp
Worker Caste,       3,-1, Dem, Iro,  2, 2    ; Ast
Warrior Caste,      3,-1, Dem, Ban,  2, 2    ; Ato
Null,               6,-1,  no,  no,  3, 0    ; Aut
Fighter Attack Force,3,-1,Whe, Chi,  1, 0    ; Ban
The Kha'Ri,         3,-1, Bro, nil,  0, 2    ; Bri
Space Military,     3,-1, nil, nil,  0, 0    ; Bro
Stellar Com,        3, 1, nil, nil,  0, 3    ; Cer
Biochemistry,       3, 1, Sea, Rep,  0, 3    ; Che
Imperialism,        3,-1, Esp, Gen,  1, 2    ; Chi
Interstellar Law,   3, 1, Rep, Mag,  0, 2    ; CoL
Bio Rocketry,       3,-1, Gun, Mas,  3, 0    ; CA
Cobra Bays,         3,-1, Eng, Phy,  0, 4    ; Cmb
Galactic Republic,  3, 0, Pot, Csc,  1, 2    ; Cmn
Interplanetary Expeditions,3,0,Mob,Rep,1,3   ; Cmp
Purple Files,       3,-1, Chi, Too,  1, 2    ; Csc
Off-World Colonies, 3, 1, nil, nil,  0, 2    ; Cst
Adv. Corporations,  3, 1, Cmn, Sup,  2, 1    ; Cor
Galactic Currency,  3, 1, Cst, nil,  0, 1    ; Cur
Galactic Federation,3, 1, San, Cmn,  2, 2    ; Dem
Advanced Economics, 3, 1, Cor, Dem,  2, 1    ; Eco
Null,               1, 2,  no,  no,  3, 3    ; E1
Null,               4, 1,  no,  no,  3, 4    ; E2
Large Scale Construction,3,1,Mon,Mys,0, 4    ; Eng
Null,               3, 0,  no,  no,  2, 4    ; Env
The Psi Corps,      3, 0, Che, Pla,  1, 2    ; Esp
Hydroponics,        3, 1,  MP, San,  2, 4    ; Exp
Starship Stealth,   3,-1, Rad, Ast,  2, 3    ; Feu
Plasma Weapons,     3,-1, Bro, Cer,  0, 0    ; Fli
Symbiosis,          3, 0, Sth,  SE,  3, 2    ; Fun
Null,               3, 0,  no,  no,  3, 3    ; FP
Fusion Lasers,      3,-1, Hor, Lab,  1, 0    ; Gen
Terrorist Activity, 3,-1, Chi, Iro,  1, 0    ; Gue
Organic Tech,       3, 0, Met, Stl,  3, 3    ; Gun
Phased Plasma Guns, 3,-1, Phy, Bri,  0, 0    ; Hor
Null,               3, 0,  no,  no,  3, 3    ; Ind
Null,               3, 0,  no,  no,  3, 4    ; Inv
Colonial Industry,  3, 0, AFl, Min,  1, 4    ; Iro
Plasma Cannons,     3, 0, Nav, Fli,  0, 0    ; Lab
Mass Deflectors,    3, 0, Wri, Rfg,  2, 4    ; Las
Invisibility,       3,-1, Plu,  U1,  3, 0    ; Ldr
Ultratech,          3, 1, Las, Sth,  3, 3    ; Lit
Links,              3,-1, Hor, Mag,  0, 2    ; Too
Hyperspace,         3, 0, Cer, Map,  0, 3    ; Mag
Interstellar Travel,3, 0, nil, nil,  0, 4    ; Map
Combined Alien Tech,3,-1, Feu, War,  2, 0    ; Mas
Advanced Fusion Power,3,0, NF, Iro,  2, 3    ; MP
Colony Defenses,    3, 0, Eng, Phy,  0, 0    ; Mat
Phase Shifting,     3,-1, Ldr,  PT,  3, 0    ; Med
Deep Space Mining,  3, 0, Eco,  MP,  2, 4    ; Met
Orbital Construction,3,0, Mob, Eng,  0, 4    ; Min
Quantium 40,        3, 1, Tra, Nav,  1, 3    ; Mob
Planetary Regime,   3, 0, Bri, Cur,  0, 2    ; Mon
Null,               2,-1,  no,  no,  3, 2    ; MT
Recorders,          3, 1, Fli, Cst,  0, 3    ; Mys
Capital Starships,  3,-1, Mag, Bri,  0, 4    ; Nav
Mass Drivers,       3,-1, Roc, AFl,  1, 0    ; NF
Null,               3, 0,  no,  no,  2, 3    ; NP
Null,               3, 0,  no,  no,  3, 0    ; Phi
Pirate Raids,       3,-1, Fli, Cur,  0, 0    ; Phy
Advanced Physics,   3, 1, Hor, CoL,  0, 3    ; Pla
Ultratech Support,  3, 1, SFl, Fun,  3, 4    ; Plu
Ultratech Propulsion,3,1, SFl,  U1,  3, 4    ; PT
Nightwatch,         3, 0, Mat, Esp,  1, 2    ; Pot
Imperial Flagships, 3,-1, Chi, Roc,  1, 0    ; Rad
Null,               6, 0,  no,  no,  2, 1    ; RR
Star Sails,         3, 0, Sth, Mas,  3, 4    ; Rec
Slicing Beam,       3,-1, Plu, Rob,  3, 0    ; Ref
Terraforming,       3, 1,  MP, Rad,  2, 4    ; Rfg
Galactic State,     3, 1, Mon, Cer,  0, 2    ; Rep
Pilot/Craft Merge,  3,-1,  PT, Fun,  3, 3    ; Rob
Magneto-Gravitics,  3, 0, Cmp, Pla,  1, 4    ; Roc
Environment Control,3, 1, Che, Whe,  1, 4    ; San
Zero-G Operations,  3, 1, Tra, Mys,  0, 3    ; Sea
Intergalactic Space Flight,3,1,Rec,Lit,3,4   ; SFl
Charge Lasers,      3,-1, Gun, Wri,  3, 0    ; Sth
Alien Manipulation, 3,-1, Tac, Mas,  3, 3    ; SE
Soul Science,       3, 1, Amp, Alp,  2, 3    ; Stl
Colony Transport Networks,3,1,Iro,Roc,1, 4    ; Sup
Encounter Suits,    3,-1, Gun, War,  3, 4    ; Tac
Null,               2,-2,  no,  no,  3, 3    ; The
Null,               3, 1,  no,  no,  0, 2    ; ToG
Galactic Trading,   3, 1, Map, Mon,  0, 1    ; Tra
Null,               3, 0,  no,  no,  3, 4    ; Uni
Army of Light,      3,-1, Amp, Ast,  2, 0    ; War
Twin Cockpits,      3,-1, Cmb, Sea,  1, 0    ; Whe
Data Crystals,      3, 1, Amp, Exp,  2, 3    ; Wri
Ascendant Technology,3,1, Ref, Med,  3, 3    ; ...
Bio Cannons,        3,-1, Las,  CA,  3, 0    ; U1
Cloaking Device,    3,-1, Ldr,  PT,  3, 4    ; U2
Null,               1,-2,  no,  no,  3, 2    ; 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.
;

;
;  Colony Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
HQ,                       10, 0,    nil,
Barracks,                 4,  1,    nil,
Food Storage,             6,  1,    Cst,
Comms. Array,             4,  1,    Cer,
Trading Post,             8,  1,    Cur,
Science Lab,              8,  1,    Mys,
High Court,               8,  1,    CoL,
Fortifications,           8,  0,    Mat,
Biodome,                  8,  2,    Eng,
Jump Gate,                12, 3,    Mob,
Celestial Temple,         12, 3,    Stl,
Research Station,         16, 3,    Pla,
Null,                     16, 4,    no,
Medlab,                   10, 4,    Che,
Industrial Plant,         20, 4,    Iro,
Bio Growth Centre,        32, 6,    Gun,
Mass Deflector,           20, 4,    Las,
Null,                     20, 2,    no,
Null,                     16, 4,    no,
Null,                     24, 4,    no,
Fusion Plant,             16, 2,    MP,
Galactic Exchange,        16, 4,    Eco,
Atmosphere Regulator,     12, 2,    San,
Hydroponics Garden,       8,  3,    Exp,
Transport Tubes,          20, 5,    Sup,
Tech Centre,              16, 3,    Wri,
OM Launcher,              10, 2,    CA,
Defense Grid,             8,  1,    Lab,
Ultratech Plant,          32, 4,    Lit,
Agriculture Station,      6,  1,    Sea,
Asteroid Mining Facility, 16, 3,    Met,
Docking Bay,              16, 3,    AFl,
Nightwatch Office,        6,  2,    Pot,
Space Station,            8,  3,    Min,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    PT,
SS Module,                32, 0,    Plu,
(Capitalization),         60, 0,    Cor,
Null,                     20, 0,    no,
Paradise Gardens,         20, 0,    Eng,
The Eye,                  20, 0,    Mon,
Hyperspace Navigation Array,20,0,   Mag,
The Grey Council,         30, 0,    Wri,
Null,                     30, 0,    no,
Babylon Project,          60, 0,    Min,
Rangers' Training Camp,   30, 0,    War,
Sheridan's Crudsade,      30, 0,    Rep,
Sinclair's Embassy,       20, 0,    Tra,
The Foundation,           40, 0,    Amp,
Null,                     30, 0,    no,
Maynard's Expedition,     40, 0,    Cmp,
Null,                     30, 0,    no,
Null,                     40, 0,    no,
Null,                     40, 0,    no,
Project: Lazarus,         40, 0,    Che,
FutureCorp,               40, 0,    Cor,
Destruction of Younger Races,40,0,  Ldr,
Valen's Prophecies,       40, 0,    Dem,
Guidance of Younger Races,30, 0,    SE,
Free Mars Movement,       60, 0,    Gue,
Null,                     60, 0,    no,
Imperial Project,         60, 0,    NF,
Babylon Project,          60, 0,    no,
Andromeda Program,        60, 0,    SFl,
Great Machine,            60, 0,    Fun,
Universal Anti-Agapic,    60, 0,    Gun,

;
; Expiration advancements for Wonders of the Galaxy
;
@ENDWONDER
nil,        ; Null
Stl,        ; Paradise Gardens
Dem,        ; The Eye
Feu,        ; Hyperspace Navigation Array
nil,        ; The Grey Council
nil,        ; Null
Ref,        ; Null
nil,        ; Rangers' Training Camp
MP,         ; Sheridan's Crusade
Gun,        ; Sinclair's Embassy
SFl,        ; The Foundation
nil,        ; Null
Rec,        ; Maynard's Expedition
nil,        ; Null
nil,        ; Null
nil,        ; Null
Roc,        ; Project: Lazarus
Fun,        ; FutureCorp
nil,        ; Destruction of Younger Races
nil,        ; Valen's Prophecies
nil,        ; Guidance of Younger Races
nil,        ; Free Mars Movement
nil,        ; Null
nil,        ; Imperial Project
Ref,        ; Babylon Project
nil,        ; Andromeda Program
nil,        ; Great Machine
nil,        ; Universal Anti-Agapic


;
;    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 = Space
;
; 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 = Stellar Superiority
;               3 = Air Superiority
;               4 = Space 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 orbital assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near planet
;   000000001000000 = Negates fortifications
;   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 symbiosis
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Colonisers,   Rfg, 0,  1.,0,  0a,3d,  4h,2f,  4,0,  5, nil, 000000000000000
Terraformers, nil, 0,  2.,0,  0a,5d,  4h,2f,  4,0,  5, Rfg, 000000000000000
Jeffrey Sinclair,nil,0,2.,0, 16a,8d,  5h,2f,  5,0,  0, no,  000000000000100
Master Group, Too, 0,  2.,0, 10a,5d,  4h,2f,  4,0,  0, Bri, 000000000000100
Servant Group,Hor, 0,  2.,0,  6a,6d,  4h,2f,  2,0,  1, Bro, 000000000000000
Officer Team, Amp, 0,  2.,0, 16a,8d,  5h,2f,  6,0,  0, Csc, 000000000000100
Trooper Team, Ato, 0,  2.,0, 10a,10d, 5h,2f,  4,0,  1, Chi, 000000000000000
Leader Group, SE,  0,  2.,0, 20a,10d, 5h,2f,  7,0,  0, Amp, 000000000000100
Kosh/Lyta,    nil, 0,  2.,0, 16a,16d, 5h,3f,  6,0,  1, no,  000000000000000
Terrorists,   nil, 0,  2.,0,  6a,6d,  4h,2f,  3,0,  1, Gue, 000000000000010
Warrior Group,Tac, 0,  2.,0, 12a,12d, 5h,2f,  4,0,  1, Ato, 000000000000000
Ivanova/Franklin,nil,0,2.,0, 16a,8d,  5h,2f,  5,0,  0, no,  000000000000100
Null,         nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Guardians of Light,Ldr,0,3.,0,14a,14d,5h,3f,  5,0,  1, Tac, 000000000000000
Null,         nil, 0,  2.,0, 10a,10d, 5h,2f,  3,0,  1, no,  000000000000000
Command Team, Csc, 0,  2.,0, 14a,7d,  4h,2f,  5,0,  0, Too, 000000000000100
Security Team,Chi, 0,  2.,0,  8a,8d,  4h,2f,  3,0,  1, Hor, 000000000000000
Rangers,      Med, 0,  2.,0, 21a,12d, 5h,2f,  8,0,  0, War, 000000000000110
Marcus Cole,  nil, 0,  2.,0, 21a,13d, 5h,2f,  8,0,  0, no,  000000000000110
Delenn/Lennier,nil,0,  2.,0, 14a,14d, 5h,3f,  4,0,  1, no,  000000000000000
Null,         nil, 0,  2.,0,  0a,8d,  4h,2f,  5,0,  6, no,  000000000000011
Guardians of Darkness,nil,0,3.,0,16a,16d,5h,3f,6,0, 1, Ldr, 000000000000010
Morden/Anna,  nil, 0,  2.,0, 18a,18d, 5h,3f,  7,0,  1, no,  000000000000010
Soldiers of Darkness,nil,0,3.,0,26a,13d,5h,3f,9,0,  0, Med, 000000000000110
Explorer-class Vessel,Rec,2,5.,0,0a,15d,5h,2f,7,6,  4, Cmp, 000000000000000
Bio Transport,nil, 2,  6.,0,  0a,24d, 5h,3f,  9,6,  4, Rec, 000000000000001
Freighter,    Rec, 2,  4.,0,  0a,6d,  4h,2f,  4,3,  4, Mag, 000000000000000
Heavy Fighters,Cmb,1, 10.,1,  7a,3d,  3h,3f,  4,0,  3, Fli, 000000000010000
Raiders,      Whe, 1,  8.,2, 13a,3d,  3h,3f,  7,0,  0, Phy, 000000000000000
Bio Cruiser,  Ref, 2,  6.,0, 24a,24d, 5h,4f, 15,0,  2, U1,  000000010000001
Starfuries,   Ban, 1, 10.,1,  9a,4d,  3h,3f,  5,0,  3, Cmb, 000000000010000
Thunderbolts, Sth, 1,  8.,2, 16a,4d,  3h,3f,  7,0,  0, Whe, 000000000000000
Attack Fighters,Alp,1,10.,1, 11a,5d,  3h,3f,  6,0,  3, Ban, 000000000010000
War Fighters, Rob, 1, 12.,1, 13a,6d,  4h,3f,  7,0,  3, Alp, 000000000010000
Bio Fighters, nil, 1, 10.,2, 26a,6d,  4h,4f, 14,0,  0, Sth, 000000000000000
Battle Fighters,nil,1,14.,1, 17a,8d,  4h,4f,  9,0,  3, Rob, 000000000010000
Heavy Cruiser,Gen, 2,  4.,0, 12a,12d, 4h,3f,  7,0,  2, Nav, 000000010000000
Omega-class Destroyer,Rad,2,4.,0,15a,15d,4h,3f,8,0, 2, Gen, 000000010000000
Attack Cruiser,Mas,2,  5.,0, 12a,12d, 4h,3f,  7,2,  2, Roc, 000000000000000
Imperial Cruiser,Feu,2,4.,0, 18a,18d, 5h,3f, 10,0,  2, Rad, 000000010000000
War Cruiser,  U1,  2,  5.,0, 21a,21d, 5h,3f, 13,0,  2, Feu, 000000010000001
Londo/Vir,    nil, 0,  2.,0, 20a,10d, 5h,2f,  6,0,  0, no,  000000000000100
John Sheridan,nil, 0,  2.,0, 16a,8d,  5h,2f,  5,0,  0, no,  000000000000100
G'Kar/Na'Toth,nil, 0,  2.,0, 14a,7d,  4h,2f,  4,0,  0, no,  000000000000100
Garibaldi/Zack,nil,0,  2.,0, 10a,10d, 5h,2f,  3,0,  1, no,  000000000000000
Mass Driver,  nil, 1,  3.,1, 99a,0d,  4h,2f, 13,0,  0, NF,  001000000000000
Representative,Esp,0,  2.,0,  0a,0d,  4h,2f,  3,0,  6, Mon, 000000000000010
Telepath,     nil, 0,  3.,0,  0a,7d,  4h,2f,  5,0,  6, Esp, 000000000000011
Cargo Unit,   Ast, 0,  1.,0,  0a,1d,  4h,2f,  5,0,  7, Tra, 000000000000010
Adv. Cargo Unit,nil,0, 2.,0,  0a,1d,  4h,2f,  5,0,  7, Ast, 000000000000010
White Star,   U2,  2,  6.,0, 18a,18d, 4h,3f, 11,2,  2, Mas, 000000000000001
Battle Scout, nil, 2,  7.,0, 21a,21d, 5h,3f, 13,3,  2, U2,  000000000000001
Soldiers of Light,Med,0,3.,0,22a,11d, 5h,3f,  8,0,  0, SE,  000000000000100
Battle Cruiser,nil,2,  6.,0, 27a,27d, 5h,4f, 16,0,  2, Ref, 000000010000001


;
; Note: the above 3 unit types (extra land, space, 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,
;        . . .  Agriculture, bonus, #turns, ai-agriculture,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Terraform
;
;   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).
;
;  Agriculture/Mine = yes, no, or type of terrain changed to
;  Terraform     = Terrain type terraformers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for astronaut to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 National
;        2 Planetary Regime
;        3 Galactic Republic
;        4 Symbiosis
;        5 Galactic State
;        6 Galactic Federation
;
@TERRAIN
Red Giant Star,    1,2,  0,3,0,   no,  1, 5, 0,   yes, 1, 5,  2,  Jun,   ; Drt
Type K Orange Star,1,2,  1,1,0,   yes, 1, 5, 1,   no,  0,10,  0,  Grs,   ; Pln
Type G Yellow Star,1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  For,   ; Grs
Type A White Star, 1,2,  0,1,1,   yes, 1, 5, 1,   yes, 1, 5,  1,  Mou,   ; For
Type M Red Star,   1,2,  0,2,0,   no,  0,10, 0,   yes, 1, 5,  2,  Drt,   ; Hil
White Dwarf Star  ,1,2,  0,2,1,   yes, 1, 5, 1,   yes, 1, 5,  1,  Hil,   ; Mou
Worm Hole,         0,2,  0,0,4,   no,  0,10, 0,   yes, 1,10,  1,  no,    ; Tun
Black Hole,        3,2,  0,4,0,   no,  0, 0, 0,   yes, 1,10,  2,  no,    ; Gla
Type B Blue Star,  1,2,  1,0,1,   yes, 1, 5, 1,   no,  0,10,  0,  Pln,   ; Swa
Blue Giant Star,   1,2,  1,0,2,   yes, 1, 5, 1,   no,  0,10,  0,  Swa,   ; Jun
Deep Space,        1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Quantium 40,       1,2,  0,5,0,
Indigenous Life,   1,2,  2,2,0,
Type G Yellow Star,1,2,  2,1,0,
Silicon,           1,2,  0,2,2,
Hydrogen,          1,2,  0,4,0,
Duridium,          1,2,  0,3,2,
Antimatter,        2,2,  0,0,5,
Dark Matter,       3,2,  0,5,0,
Indigenous Life,   1,2,  2,0,3,
Crystal,           1,2,  0,0,5,
Nebula,            2,2,  0,0,4,
Quantium 40,       1,2,  0,5,0,
Indigenous Life,   1,2,  2,2,0,
Type G Yellow Star,1,2,  2,1,0,
Silicon,           1,2,  0,2,2,
Hydrogen,          1,2,  0,4,0,
Duridium,          1,2,  0,3,2,
Antimatter,        2,2,  0,0,6,
Dark Matter,       3,2,  0,6,0,
Indigenous Life,   1,2,  3,0,2,
Crystal,           1,2,  1,0,4,
Nebula,            2,2,  0,0,4,



@GOVERNMENTS
Anarchy,        Mr.,         Ms.
National,       Leader,      Leader
Planetary Regime,Master,     Mistress
Galactic Republic,Emperor,   Empress
Symbiosis,      Lord,        Lady
Galactic State, President,   President
Galactic Federation,Council Leader,Council Leader

;
;   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:  Colony style (0 - 3)
;           0 = Babylon 5
;           1 = Babylon 5
;           2 = Babylon 5
;           3 = Extra
;
;   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
Valen,        Delenn,              0, 1, 0, Minbari,Minbari,         -1,  0,  1,     
Kosh,         Kosh,                0, 2, 0, Vorlons,Vorlon,          -1, -1,  1,
Clark,        Ivanova,             0, 3, 0, Humans,Human,             0,  0,  0,   
Cartagia,     Mariel,              0, 4, 0, Centauri,Centauri,        1,  1,  0,    
Green Leader, Purple Leader,       1, 5, 0, Drazi,Drazi,              0, -1,  0,    
G'Kar,        Na'Toth,             0, 6, 0, Narns,Narn,               0,  0, -1,   
Morden,       Anna Sheridan,       0, 7, 0, Shadows,Shadow,           1,  1, -1,  
Tu'Lar,       Limiira,             0, 1, 0, Ikaarans,Ikaaran,         0, -1, -1,    
Tok'jar,      Jha'dur,             1, 2, 0, Dilgar,Dilgar,            1,  1, -1,
Kurtine,      Kalika,              1, 3, 0, Abbai,Abbai,             -1, -1,  1,   
Drafaal,      Carame ,             0, 4, 0, Pak'ma'ra,Pak'ma'ra,     -1, -1,  0,    
Hi'ja'ap,     Ne'yi'foe,           1, 5, 0, Streibs,Streib,           0, -1,  0,     
Shepparn,     Snyderal,            0, 6, 0, Soul Hunters,Soul Hunter, 1,  0,  1,   
Zaraal,       Maalesh,             1, 7, 0, Walkers,Walker,          -1, -1,  1,  
Fiij'tok,     Xon'tar,             1, 1, 0, Greys,Grey,               0,  0,  0,    
Gropaal,      Leagot,              0, 2, 0, Sh'lassans,Sh'lassan,     1, -1, -1,
Correlilmurzon,Taqot,              0, 3, 0, Lumati,Lumati,           -1,  1,  0,   
Viirol,       Hisukoko,            1, 4, 0, Markabs,Markab,           0,  0,  1,    
Yagesh,       Iotal,               0, 5, 0, Golians,Golian,           1,  0, -1,     
Staakhut,     Mri'Gala,            0, 6, 0, Ti Kar,Ti Kar,           -1,  0, -1,   
Opajara,      Contezumi,           1, 7, 0, Tuchanq,Tuchanq,          0,  1,  1,  


;
;   Trading Commodities
;
@CARAVAN
Spoo,
Morbidium,
Florazyne,
Clothing,
Weapons,
Quantium 40,
Tools,
C-15,
Stims,
Data Crystals,
Medicines,
Dust,
Antimatter,
Dark Matter,
Duridium,
Components,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Shtl. Route,  R
Build Agriculture,  I
Build Mine,         m
Terraform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Sergeant
Lieutenant
Lieutenant Commander
Commander
Captain
General

@ATTITUDES
Harmonious
Friendly
Welcoming
Respectful
Neutral
Unwelcoming
Unfriendly
Hateful
Genocidal













