;
;   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
2,  ;1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2,  ;# of food each citizen eats per turn
15,  ;# of rows in food box (rows * city_size+1 = box)
10,  ;# of rows in shield box
1,  ;Settlers eat (govt <= Monarchy)
1,  ;Settlers eat (govt >= Communism)
10,  ;City size for first unhappiness at Chieftain level
5,  ;Riot factor based on # cities (higher factor lessens the effect)
6,  ;Aqueduct needed to exceed this size
12,  ;Sewer System needed to exceed this size
20,  ;Tech paradigm (higher # slows research)
30,  ;Base time for engineers to transform terrain (x2)
8,  ;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
10,  ;Communism is equivalent of this palace distance.
50,  ;Fundamentalism loses this % of science
50,  ;Percent shield penalty for production type change
20,  ;Max paradrop range
75,  ;Mass/Thrust paradigm (increasing slows spaceship time)
10   ; Max effective science rate in Fundamentalism (x10)

;
;   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
Alphabet, 5, 1, nil, nil, 0, 3 ; Alp
Amphibious Warfare, 3, -2, no, no, 3, 0 ; Amp
Astronomy, 4, 1, no, no, 1, 3 ; Ast
Atomic Theory, 4, -1, no, no, 2, 3 ; Ato
Automobile, 6, -1, no, no, 3, 4 ; Aut
Banking, 4, 1, no, no, 1, 1 ; Ban
Bridge Building, 1, 0, Cst, nil, 0, 4 ; Bri
Weaponmaking, 6, -1, nil, nil, 0, 0 ; Bro
Elemental Worship, 5, 0, nil, nil, 0, 2 ; Cer
Chemistry, 5, -1, no, no, 1, 3 ; Che
Chivalry, 4, -2, no, no, 1, 0 ; Chi
Slave Labor, 6, 0, nil, nil, 0, 2 ; CoL
Defiling Magic, 5, -1, Wri, Mys, 0, 4 ; CA
Combustion, 5, -1, no, no, 2, 4 ; Cmb
Communism, 5, 0, no, no, 2, 2 ; Cmn
Telepathy, 4, -1, Phi, nil, 0, 0 ; Cmp
Halfling Alliance, 4, -1, Plu, Lit, 0, 0 ; Csc
Construction, 4, 0, Mas, Cur, 0, 4 ; Cst
Merchant Houses, 4, 1, PT, Tra, 0, 1 ; Cor
Currency, 4, 1, nil, nil, 0, 1 ; Cur
Democracy, 5, 1, no, no, 2, 2 ; Dem
Economics, 4, 1, no, no, 2, 1 ; Eco
Electricity, 4, 0, no, no, 2, 4 ; E1
Electronics, 4, 1, no, no, 3, 4 ; E2
Engineering, 4, 0, no, no, 0, 4 ; Eng
Environmentalism, 3, 1, no, no, 3, 2 ; Env
Clairsentience, 4, -1, Phy, Phi, 0, 0 ; Esp
Environment Preserving, 5, 0, Rfg, Lab, 0, 2 ; Exp
Metalworking, 5, -1, Iro, Mat, 0, 0 ; Feu
Aarakocra Alliance, 4, -1, Csc, nil, 0, 0 ; Fli
Psionocracy, 3, -2, Esp, Cmp, 0, 2 ; Fun
Fusion Power, 3, 0, no, no, 3, 3 ; FP
Genetic Engineering, 3, 2, no, no, 3, 3 ; Gen
Guerilla Warfare, 5, 0, no, no, 0, 0 ; Gue
Gunpowder, 8, -2, no, no, 1, 0 ; Gun
Kank Riding, 4, 0, Bro, Lit, 0, 0 ; Hor
Industrialization, 5, 0, no, no, 0, 1 ; Ind
Invention, 6, 0, no, no, 1, 4 ; Inv
Gladiatorial Games, 5, -1, Bro, War, 0, 4 ; Iro
Preserving Magic, 4, 0, CoL, CA, 0, 4 ; Lab
The Laser, 4, 0, no, no, 3, 3 ; Las
Leadership, 5, -1, no, no, 1, 0 ; Ldr
Elven Alliance, 5, 0, Phy, Tra, 0, 0 ; Lit
Machine Tools, 4, -2, no, no, 2, 4 ; Too
Magnetism, 4, -1, no, no, 1, 3 ; Mag
Silt Sailing, 4, -1, Cst, nil, 0, 4 ; Map
Masonry, 5, 0, nil, nil, 0, 4 ; Mas
Mass Production, 5, 0, no, no, 3, 4 ; MP
Warcraft, 5, -1, Mon, CA, 0, 0 ; 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, 6, 0, Bro, Cer, 0, 2 ; Mon
Sorcerer-King Worship, 5, 0, CA, Mon, 0, 2 ; MT
Mysticism, 4, 0, Cer, nil, 0, 2 ; Mys
Psychokinetism, 4, -1, Map, Phi, 0, 4 ; Nav
Nuclear Fission, 6, -2, no, no, 3, 3 ; NF
Nuclear Power, 3, 0, no, no, 3, 3 ; NP
Psionics, 6, 1, Wri, Mys, 0, 4 ; Phi
Thievery, 4, 0, Cur, nil, 0, 2 ; Phy
Silt Harvesting, 4, 0, Nav, Cor, 0, 4 ; Pla
Thri-Kreen Alliance, 4, -1, Iro, Mat, 0, 0 ; Plu
Mekillot Taming, 5, 0, Phi, Hor, 0, 0 ; PT
Food Storage, 4, 1, nil, nil, 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
Slave Tribes, 5, 1, Rep, CoL, 0, 2 ; Ref
Farming, 4, 1, CoL, Pot, 0, 1 ; Rfg
The Republic, 6, 1, Lab, Mon, 0, 2 ; Rep
Robotics, 5, -2, no, no, 3, 0 ; Rob
Bardcraft, 6, -2, Phy, Mon, 0, 0 ; Roc
Ancient Mysteries, 4, 2, CA, Cst, 0, 4 ; San
Seafaring, 4, 1, no, no, 0, 1 ; Sea
Dragon's Levy, 5, 1, Sth, MT, 0, 4 ; SFl
Psionic Enchantment, 8, 0, Cmp, San, 0, 4 ; Sth
Avangion Transformation, 8, -1, Sth, Lab, 0, 4 ; 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, Wri, Cur, 0, 1 ; Tra
University, 5, 1, no, no, 1, 3 ; Uni
Archery, 5, -1, nil, nil, 0, 0 ; War
The Wheel, 4, -1, no, no, 0, 4 ; Whe
Writing, 4, 2, Alp, nil, 0, 3 ; Wri
Future Technology, 1, 0, Exp, SE, 1, 3 ; ...
Armor Design, 8, -2, no, no, 3, 0 ; U1
Human Rights, 5, 1, no, no, 2, 2 ; U2
Scouting, 4, 1, no, no, 0, 4 ; 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,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Elemental Temple,         4,  1,    Cer,
MarketPlace,              8,  1,    Cur,
Royal Archives,           8,  1,    Wri,
Templar Bureaus,          8,  1,    MT,
City Walls,               8,  1,    Mas,
Aqueduct,                 8,  1,    Cst,
Elven Market,             10, 0,    Lit,
King's Temple,            12, 1,    MT,
Veiled Alliance,          16, 0,    Lab,
Druid Protection,         20, 0,    Exp,
Gladiatorial Arena,       10, 1,    Iro,
Slave Pits,                8, 0,    CoL,
Slave Levy,               22, 3,    SFl,
SDI Defense,              20, 4,    Rob,
Slave Cleaners,            8, 0,    CoL,
Slave Village,            16, 2,    Ref,
Hydro Plant,              24, 4,    Rob,
Nuclear Plant,            16, 2,    Rob,
Merchant House,           14, 1,    Cor,
UnderCity,                12, 0,    San,
Food Bureau,               8, 1,    Rfg,
Superhighways,            20, 5,    Rob,
History Archives,         20, 2,    San,
SAM Missile Battery,      10, 2,    Rob,
Coastal Fortress,          8, 1,    Rob,
Solar Plant,              32, 4,    Rob,
Harbor,                   6,  1,    Map,
Silt Harvest,             16, 3,    Pla,
Airport,                  16, 3,    Rob,
Police Station,           6,  2,    Rob,
Port Facility,            8,  3,    Rob,
SS Structural,            8,  0,    Rob,
SS Component,             16, 0,    Rob,
SS Module,                32, 0,    Rob,
(Capitalization),         60, 0,    Rob,
Great Ziggurat,           40, 0,    Mas, ; Tyr
Queen's Gardens,          40, 0,    Exp, ; Gulg
King's Statue,            40, 0,    Mas, ; Nibenay
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Rob,
Oracle,                   40, 0,    Mys, ; Balic
Great Wall,               30, 0,    Rob,
Hamanu's War Academy,     40, 0,    Feu, ; Urik
Doubled Slave Labor,      40, 0,    CoL, ; Raam
Spy Network,              40, 0,    Esp,
King's Worship,           40, 0,    MT,  ; Draj
Korgunard's Patronage,    40, 0,    Lab,
Expedition to Ur Draxa,   40, 0,    Nav,
Psionic Control,          40, 0,    Cmp,
Leonardo's Workshop,      40, 0,    Rob,
Promise of Freedom,       40, 0,    Rep, ; Tyr
Tutelage of Oronis,       40, 0,    SE,
House Shom,               40, 0,    Cor, ; Nibenay
Dark Lens,                40, 0,    San,
Statue of Liberty,        40, 0,    Rob,
Eiffel Tower,             30, 0,    Rob,
Slave Liberation,         40, 0,    Rep, ; Tyr
Hoover Dam,               60, 0,    Rob,
Manhattan Project,        60, 0,    Rob,
United Nations,           60, 0,    Rob,
Apollo Program,           60, 0,    Rob,
Historical Finding,       40, 0,    San,
Cure for Cancer,          60, 0,    Rob,

;
; 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,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
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,        ; Hoover Dam
nil,        ; Womens' Suffrage
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
Slaves,Exp,0,1.,0,0a,1d,1h,1f,4,0,5,nil,000000000000000
Druids,nil,0,2.,0,2a,2d,2h,2f,4,0,5,Exp,000001000000011
Militia,nil,0,1.,0,1a,1d,1h,1f,1,0,1,nil,000000000000000
Guards,Feu,0,1.,0,1a,2d,2h,1f,2,0,1,Bro,000000000000000
Archers,nil,0,1.,0,3a,2d,2h,1f,3,0,1,War,000000000000000
Gladiators,nil,0,1.,0,4a,3d,2h,2f,4,0,0,Iro,000000000000000
Elite Guards,nil,0,1.,0,2a,3d,2h,1f,3,0,1,Feu,000000000000001
Templar,nil,0,1.,0,5a,5d,2h,2f,8,0,0,MT,000000000000011
Fanatics,nil,0,1.,0,6a,3d,2h,1f,2,0,0,Rob,000100000000000
Partisans,nil,0,6.,0,5a,4d,1h,1f,6,0,0,Rob,000001001000011
Thri-Kreen,nil,0,3.,0,5a,5d,2h,2f,10,0,0,Plu,000001000000001
Halflings,nil,0,1.,0,3a,5d,2h,1f,5,0,1,Csc,000001000000011
Elemental Cleric,nil,0,1.,0,4a,6d,2h,1f,8,0,1,Cer,000000000010011
Defiler,nil,0,1.,0,7a,3d,1h,3f,7,0,0,CA,000000100010011
Preserver,nil,0,1.,0,6a,4d,1h,3f,7,0,1,Lab,000000100010011
Kank Cavalry,nil,0,3.,0,4a,1d,2h,2f,4,0,0,Hor,000000000000001
Mekillot Wagon,nil,0,2.,0,8a,2d,3h,3f,10,0,0,PT,000000000000011
Mindbender,nil,0,1.,0,7a,4d,2h,2f,8,0,0,Cmp,000000100010011
Elves,nil,0,3.,0,5a,4d,1h,2f,6,0,0,Lit,000001001000011
Knights,Ldr,0,2.,0,5a,2d,1h,1f,5,0,0,Rob,000010000000000
Dragoons,Tac,0,2.,0,6a,2d,2h,1f,5,0,0,Rob,000000000000000
Cavalry,Mob,0,2.,0,8a,3d,2h,1f,6,0,0,Rob,000000000000000
Armor,nil,0,3.,0,10a,5d,3h,1f,8,0,0,Rob,000000000000000
War Machine,nil,0,1.,0,8a,1d,1h,3f,5,0,0,Mat,000000001000000
Cannon,Too,0,1.,0,8a,1d,2h,1f,4,0,0,Rob,000000000000000
Artillery,Rob,0,1.,0,10a,1d,2h,2f,5,0,0,Rob,000000000000000
Howitzer,nil,0,2.,0,12a,2d,3h,2f,7,0,0,Rob,000000001000000
Aarakocra,nil,1,8.,2,5a,4d,2h,2f,10,0,3,Fli,000000000010001
Bomber,Sth,1,8.,2,12a,1d,2h,2f,12,0,0,Rob,000000000000001
Helicopter,nil,1,6.,0,10a,3d,2h,2f,10,0,0,Rob,100000000000001
Avangion,nil,1,15.,4,9a,9d,4h,2f,20,0,1,SE,010011101010111
Dragon,nil,1,15.,4,14a,4d,2h,4f,20,0,3,Sth,010011101010111
Silt Skimmer,Nav,2,3.,0,1a,1d,1h,1f,4,2,4,Map,000000000100000
Kinetist Boat,nil,2,3.,0,2a,1d,1h,1f,4,3,4,Nav,000000000000001
Galleon,Ind,2,4.,0,0a,2d,2h,1f,4,4,4,Rob,000000000000000
Frigate,E1,2,4.,0,4a,2d,2h,1f,5,2,2,Rob,000000000000000
Ironclad,E1,2,4.,0,4a,4d,3h,1f,6,0,2,Rob,000000000000000
Destroyer,nil,2,6.,0,4a,4d,3h,1f,6,0,2,Rob,100000000000001
Cruiser,Roc,2,5.,0,6a,6d,3h,2f,8,0,2,Rob,100000000000001
AEGIS Cruiser,nil,2,5.,0,8a,8d,3h,2f,10,0,2,Rob,110000000000001
Battleship,nil,2,5.,0,12a,12d,4h,2f,18,0,2,Rob,000000000000001
Submarine,nil,2,3.,0,10a,2d,3h,2f,6,0,2,Rob,000000000001001
Carrier,nil,2,5.,0,1a,9d,4h,2f,16,0,2,Rob,000000010000001
Transport,nil,2,5.,0,0a,3d,3h,1f,5,8,4,Rob,000000000000000
Bard,nil,0,3.,0,10a,1d,2h,2f,8,0,0,Roc,001000001000011
Nuclear Msl.,nil,0,16.,0,99a,0d,1h,1f,20,0,0,Rob,000000000000000
Thief,Esp,0,2.,0,0a,1d,1h,1f,3,0,6,Phy,000000000000011
Psionicist,nil,0,3.,0,0a,2d,2h,1f,3,0,6,Esp,000000000000011
Trader,Cor,0,2.,0,0a,1d,1h,1f,5,0,7,Tra,000000000000011
Merchant,nil,0,3.,0,0a,2d,2h,1f,5,0,7,Cor,000000000000011
Explorer,Gue,0,1.,0,0a,1d,1h,1f,3,0,0,Rob,000001000000010
Heavy Armor,nil,0,3.,0,12a,6d,4h,2f,10,0,0,Rob,000000000000000
Dreadnought,Aut,2,4.,0,9a,9d,4h,2f,14,0,2,Rob,000000000000001
Zeppelin,SFl,1,4.,6,0a,1d,1h,1f,4,0,0,Rob,000000000000001

;
; 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.
;
; 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
Sandy Wastes,     1,2,  0,1,0,   yes, 1,10, 0,   yes, 1, 2,  2,  Pln,   ; Drt
Scrub Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   no,  0, 0,  0,  Grs,   ; Pln
Verdant Belt,     1,2,  2,2,1,   yes, 1, 5, 2,   no,  0, 0,  0,  For,   ; Grs
Forest,           2,3,  2,2,1,   Pln, 0, 5, 2,   no,  0, 5,  0,  Grs,   ; For
Rocky Badlands,   2,4,  0,1,0,   yes, 1,10, 0,   yes, 3,10,  1,  Tun,   ; Hil
Mountains,        3,6,  0,1,0,   no,  1,10, 0,   yes, 2,10,  6,  Hil,   ; Mou
Stony Barrens,    1,3,  0,1,0,   yes, 1,10, 1,   no,  0, 0,  0,  Pln,   ; Tun
Salt Flats,       2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  2,  Drt,   ; Gla
Lake,             1,2,  2,0,2,   no,  0,15, 0,   no,  0,15,  0,  Jun,   ; Swa
Jungle,           3,4,  3,1,0,   Pln, 0, 5, 2,   no,  0, 5,  0,  For,   ; Jun
Silt Sea,         1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,1,
Herds,      1,2,  2,3,1,
Verdant Belt,1,2,  2,2,1,
Game,       2,3,  4,2,1,
Obsidian,   2,4,  0,3,0,
Gold,       3,6,  0,1,10,
Cactus,     1,2,  2,1,0,
Weeds,      2,2,  2,0,0,
Lake,       1,2,  2,0,2,
Gems,       2,3,  3,1,12,
Mudflat,    1,2,  1,1,0,
Animals,    1,2,  2,1,0,
Plants,     1,2,  3,1,0,
Verdant Belt,1,2,  2,2,1,
Silk,       2,3,  2,2,6,
Silk,       2,4,  0,1,5,
Iron,       3,6,  0,6,0,
Herds,      1,2,  2,3,1,
Animals,    2,2,  1,1,0,
Lake,       1,2,  2,0,2,
Fruit,      2,3,  5,1,2,
Mudflat,    1,2,  2,2,0,




@GOVERNMENTS
Anarchy,        Rebel,       Rebel
Despotism,      King,        Queen
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Psiologist,  Psiologist
Republic,       King,        Queen
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
Andropinis,   Orianestra,          0, 1, 1, Balikites,   Balican,     1,  0,  1,     1, Patrician, Patrician, 2, Dictator, Dictator
Hamanu,       Tamarapal,           0, 2, 0, Urikites,    Urikite,     1,  1, -1,     
Haazi,        Haazi,               0, 3, 0, Kreen,       G'lathuk,    1,  1, -1,     2, Emperor, Empress
Oronis,       Ulali,               0, 4, 0, Kurnians,    Kurnian,    -1, -1,  1,
Thesik,       Barani,              0, 5, 1, Saragarians, Saragarian,  0, -1,  1,     4, Mind Lord, Mind Lord
Daskinor,     Kerrilis,            0, 6, 3, Eldaarish,   Eldaarish,   1, -1, -1,
Pterrus,      Pterra,              0, 7, 2, Pterrans,    Pterran,    -1, -1,  1,
Pharistes,    Shammu,              0, 1, 3, The Order,   The Order,   1,  0,  1,     4, Cerebral Master, Cerebral Mistress
Urga-Zoltapl, Jikx,                0, 2, 0, Halflings,   Halfling,    0, -1,  1,     1, Chieftain, Chieftain, 2 Chieftain, Chieftain
Kalak,        Sadira,              0, 3, 0, Tyrians,     Tyrian,      1, -1,  0,     1, Tyrant, Tyrant
Tectuktitlay, Tionaca,             0, 4, 0, Draji,       Drajian,     1, -1,  1,
Nal,          Brita,               0, 5, 1, Giants,      Giant,       0, -1, -1,     1, Chief, Chief, 2, Bawan, Bawan
Farcluun,     Sielba,              1, 6, 0, Yaramukeans, Yaramukean,  1,  1, -1,
Shadow King,  Siemhouk,            0, 7, 0, Nibenese,    Nibenese,    1, -1,  1,     1, Mighty, High Templar, 2, Great, High Templar
Thakok-An,    Kalid-Ma,            1, 1, 0, Kalidnese,   Kalidnese,   1,  1, -1,     1, High Templar, Queen, 2, High Templar, Queen
Traakus,      Traaka,              1, 2, 1, Silvaarak,   Aarakocra,  -1, -1,  1,
Dregoth,      Lodgden,             0, 3, 0, Dray,        Dray,        1,  1,  0,     2, Dread King, Dread Queen
Borys,        Amandia,             0, 4, 0, Draxans,     Draxan,      1, -1,  0,     1, Champion, Champion
Grogh-En,     Abalach-Re,          1, 5, 2, Raamites,    Raamin,      1,  1,  0,     2, Grand Vizier, Grand Vizier
Mogadisho,    Lalali-Puy,          1, 6, 2, Gulgs,       Gulg,        1, -1,  1,     2, Warlord, The Oba
Raskon,       Trinth,              1, 7, 1, Githyanki,   Githyanki,   1,  1, -1,

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
Rice,
Salt,
Sugar,
Coal,
Glass,
Weapons,
Water,
Cloth,
Wine,
Silk,
Slaves,
Copper,
Gems,
Iron,
Silver,
Gold,


@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
Champion

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













