;
;   CIVILIZATION GAME DATA -- PHARAOH
;   Edited 1999 By Stefan Härtel
;   Stefan.Haertel@t-online.de
;   
;
;   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)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
4       ; Aqueduct needed to exceed this size
8       ; 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
6       ; 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.
75      ; 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
Sickle Sword,       4,-2,  War, nil, 0, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Astrology,          3,-2,  Mys, nil, 0, 2    ; Amp
Astronomy,          4, 1,  Amp, Mat, 0, 3    ; Ast
Palace Building,    4,-1,  Mas, Cer, 0, 2    ; Ato
Architecture,       6,-1,  no,  no,  3, 0    ; Aut
Charioteering,      4, 1,  Whe, Hor, 0, 0    ; Ban
Bridge Building,    4, 0,  Sea, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  Cor, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  Cmp, nil, 0, 2    ; Cer
Calendar,           5,-1,  Amp, nil, 0, 3    ; Che
Chivalry,           4,-2,  Feu, nil, 0, 2    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  AFl, Cmb, 0, 0    ; CA 
Body Armor,         5,-1,  Bro, War, 0, 0    ; Cmb
Monotheism,         5, 0,  PT,  Phi, 0, 2    ; Cmn
Death Cult,         4, 1,  nil, nil, 0, 2    ; Cmp
Temple Building,    7,-1,  Cst, PT,  0, 2    ; Csc
Construction,       4, 0,  Mat, Mas, 0, 4    ; Cst
Wood Working,       4, 0,  nil, nil, 0, 4    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Not Available,      5, 1,  no,  no,  3, 0    ; Dem
Wood Weapons,       4, 1,  Cor, War, 0, 0    ; Eco
Spears,             4, 0,  Eco, nil, 0, 0    ; E1 
Wooden Shield,      4, 1,  Cor, nil, 0, 0    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Bronze Shield,      3, 1,  Esp, nil, 0, 0    ; Env
Bronze Weapons,     2,-1,  Bro, War, 0, 0    ; Esp
Siege Warfare,      5, 0,  War, Mat, 0, 0    ; Exp
Feudalism,          4,-1,  Cur, Mon, 0, 2    ; Feu
Helmets,            4,-1,  Env, nil, 0, 0    ; Fli
Fundamentalism,     3,-2,  no,  no,  0, 2    ; Fun
Fishing,            3, 0,  no,  nil, 0, 1    ; FP 
Flute,              3, 2,  Gue, nil, 0, 2    ; Gen
Music,              4, 1,  nil, nil, 0, 2    ; Gue
Not Available,      8,-2,  no,  no,  3, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Architecture,       6, 0,  nil, nil, 0, 4    ; Ind
Aristocracy,        6, 0,  Chi, nil, 0, 2    ; Inv
Plow,               5,-1,  Cor, nil, 0, 1    ; Iro
Slavery,            4,-1,  nil, nil, 3, 0    ; Lab
Axe,                4, 0,  E2,  nil, 0, 0    ; Las
Leadership,         5,-1,  Chi, War, 0, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Aton Cult,          4,-2,  NF,  nil, 0, 2    ; Too
Wooden Tools,       4,-1,  Cor, nil, 0, 4    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Not Available,      5, 0,  no,  no,  3, 0    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 0, 1    ; Med
Advanced Archery,   6,-2,  War, Esp, 0, 0    ; Met
Advanced Charioteering,4, 1,  Ban, Esp, 0, 0    ; Min
Not Available,      8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Advanced Axe,       5, 1,  Env, Las, 0, 0    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Horse Armor,        6,-1,  Cmb, Hor, 3, 0    ; Nav
Special Stuff,      6,-2,  no,  nil, 0, 2    ; NF 
Not Available,      3, 0,  no,  no,  3, 0    ; NP 
Philosophy,         6, 1,  Mys, Lit, 0, 2    ; Phi
Not Available,      4,-1,  no,  no,  3, 0    ; Phy
Slinges,            4, 1,  nil, nil, 0, 0    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Not Available,      5,-1,  no,  no,  3, 0    ; Rad
Not Available,      6, 0,  no,  no,  3, 0    ; RR 
Naval War,          2, 1,  Sea, War, 0, 0    ; Rec
Not Available,      4, 0,  no,  no,  3, 0    ; Ref
Agriculture,        3, 1,  Iro, nil, 0, 1    ; Rfg
Not Available,      5, 1,  no,  no,  3, 0    ; Rep
Not Available,      5,-2,  no,  no,  3, 0    ; Rob
Not Available,      6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 0, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Amenophis Buildings,4, 1,  NF,  nil, 0, 4    ; SFl
Not Available,      3,-2,  no,  no,  3, 0    ; Sth
Not Available,      4,-1,  no,  no,  3, 0    ; SE 
Not Available,      4,-1,  no,  no,  3, 0    ; Stl
Not Available,      4, 1,  no,  no,  3, 0    ; Sup
Tactics,            6,-1,  Ldr, nil, 0, 0    ; Tac
Not Available,      3, 2,  no,  no,  3, 0    ; The
Papyrus,            4, 0,  nil, nil, 0, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
Not Available,      5, 1,  no,  no,  3, 0    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Pot, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, ToG, 0, 3    ; Wri
Not Available,      1, 0,  no,  no,  3, 0    ; FT 
Fall of Giza,       3, 0,  NF,  nil, 3, 3    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 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,
Palace,                   10, 0,    Ato,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Shrine,                    4, 1,    Cmp,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
Ziggurat,                  8, 0,    Mas,
Well,                      8, 2,    nil,
Treasury,                 70, 3,    no, 
Temple,                   12, 3,    Csc,
Temple School,            16, 3,    Lit,
Mass Transit,             16, 4,    no, 
Monument,                 20, 4,    Cst,
Mill,                      8, 4,    nil,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Smithy,                   16, 4,    Bro,
Mine,                     24, 4,    nil,
Gold Mine,                16, 2,    nil,
Stock Exchange,           16, 4,    no, 
Aquaeduct,                12, 2,    Cst,
Farm,                      8, 3,    nil,
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Walls,             8, 1,    Sea,
Weavery,                  32, 4,    nil,
Harbor,                    6, 1,    Sea,
Fishing Port,             16, 3,    no, 
Airport,                  16, 3,    no, 
Government Center,         6, 2,    Inv,
Repair Dock,               8, 3,    Sea,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Tribute),                60, 0,    Tra,
Nubian Pyramids,          20, 0,    Mat,
Step Pyramid,             20, 0,    Mas,
Valley of the Kings,      20, 0,    Bro,
Great Palace,             20, 0,    Map,
Temple of Amon-Ra,        30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Great Pyramids,           30, 0,    Mas,
Elamite War Academy,      30, 0,    nil,
King Richard's Crusade,   30, 0,    no, 
Purple Dye,               20, 0,    nil,
Tomb of Hatshepsut,       40, 0,    nil,
Sculptures of Cyprus,     30, 0,    nil,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    no, 
Great Obelisks,           40, 0,    nil,
Colossus of Menon,        20, 0,    SFl,
Great Sphinx,             40, 0,    nil,
Treasures of the Pharaoh, 40, 0,    nil,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
Aton Cult,                60, 0,    Cmn,
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Lion Reliefs,             60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Nubian Pyramids
nil,        ; Step Pyramid
nil,        ; Valley of the Kings
nil,        ; Great Palace
nil,        ; Temple of Amon-Ra
nil,        ; Oracle
nil,        ; Great Pyramids
nil,        ; Elamite War Academy
nil,        ; King Richard's Crusade
nil,        ; Purple Dye
nil,        ; Tomb of Hatshepsut
nil,        ; Sculptures of Cyprus
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
nil,        ; Great Obelisks
nil,        ; Colossus of Menon
nil,        ; Great Sphinx
nil,        ; Treasures of the Pharaon
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; Aton Cult
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Lion Reliefs


;
;    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
Settlers,     Lab, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Slaves,       nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Lab, 000000000000000
Warriors,     Esp, 0,  1.,0,  2a,2d,  1h,1f,  1,0,  1, Eco, 000000000000000
Sickle Warrior,nil, 0,  1.,0,  3a,2d,  1h,1f,  2,0,  0, AFl, 000000000000000
Archers,      Met, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, nil, 000000000000000
Axe Warrior,  MT,  0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Las, 000000000000000
Lance Warriors,Cmb, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Esp, 000000000000000
Advanced Warrior,nil, 0,  1.,0,  3a,3d,  1h,1f,  3,0,  1, Cmb, 000000000000000
Horsemen,     Nav, 0,  3.,0,  4a,4d,  1h,1f,  2,0,  3, Fun, 000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010
Heavy Infantry,nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Env, 000000000000000
Armored  Warriors,nil, 0,  1.,0,  4a,6d,  2h,1f,  4,0,  1, Cmb, 000000000000000
Advanced Archers,nil, 0,  1.,0,  7a,5d,  1h,2f,  8,0,  0, Met, 000000001000000
Armored Archer,nil, 0,  1.,0,  6a,7d,  2h,1f, 10,0,  1, Env, 000010000000000
Legion,       nil, 0,  1.,0,  6a,7d,  3h,1f,  8,0,  3, Fli, 000010000000000
Chariot,      Min, 0,  1.,0,  5a,1d,  2h,2f,  5,0,  0, Ban, 000001000000000
Chariot Archer,nil, 0,  3.,0,  6a,1d,  1h,2f,  6,0,  3, Met, 000000001000000
Adv. Chariot, Nav, 0,  3.,0,  6a,3d,  2h,3f,  7,0,  3, Min, 000001000000000
Armored Chariot,nil, 0,  3.,0,  6a,4d,  3h,3f, 10,0,  3, Nav, 000010000000000
Pikemen,      Cmb, 0,  1.,0,  3a,5d,  2h,1f,  4,0,  1, E1,  000010000000000
Armored Pikemen,nil, 0,  1.,0,  3a,6d,  3h,1f,  8,0,  1, Cmb, 000010000000000
Cataphract,   nil, 0,  2.,0,  5a,3d,  2h,1f,  6,0,  0, Nav, 000000000000000
Slinges,      Fli, 0,  1.,0,  4a,3d,  1h,2f,  3,0,  0, Pla, 000000000000000
Catapult,     nil, 0,  1.,0,  7a,1d,  1h,2f,  8,0,  0, Exp, 000000000010000
Def. Catapult,nil, 0,  1.,0,  0a,8d,  2h,1f, 10,0,  0, Mat, 000000000000000
Advanced Axemen,nil, 0,  1.,0,  5a,4d,  2h,1f,  5,0,  1, MT,  000000000000000
Advanced Sickle,nil, 0,  1.,0,  6a,4d,  2h,2f,  7,0,  0, Fli, 000000000000000
Raft,         Rec, 2,  3.,0,  0a,1d,  1h,1f,  3,2,  4, Sea, 000000000100001
Transport,    nil, 2,  5.,0,  0a,2d,  1h,1f,  5,4,  3, Rec, 000000000100001
War Galley,   nil, 2,  5.,0,  6a,3d,  2h,2f,  8,0,  2, Sea, 000000000101001
Quicksand,    nil, 0,  0.,1,  0a,9d,  3h,1f, 127,0,  1, NF,  000010000000000
Passage Gate, nil, 0,  0.,0,  0a,1d,  1h,1f, 127,0,  1, NF,  000000000000001
Fishing Boat, nil, 2,  3.,0,  2a,1d,  1h,1f,  4,1,  2, FP,  000000000101000
Sphinx,       nil, 0,  0.,0,  2a,10d, 5h,1f, 127,3,  1, NF,  000010000000000
Outpost,      nil, 1,  0.,100,  0a,2d,  2h,1f, 127,4,  1, NF,  000000000000000
Lightfire,    E1,  1,  1.,0,  0a,0d,  1h,1f, 127,2,  3, no,  000000000000001
Temple,       nil, 0,  0.,0,  0a,2d,  1h,1f, 127,0,  2, NF,  000000000000000
Temple,       nil, 0,  0.,0,  0a,2d,  1h,1f, 127,0,  2, NF,  000000000000000
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Elephant,     nil, 0,  1.,0,  8a,5d,  3h,2f, 16,0,  0, NF,  000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Akhenaton,    nil, 0,  2.,0,  0a,4d,  2h,1f, 19,0,  5, NF,  000000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Envoy,        Too, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, nil, 000000000000010
Priest,       nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Too, 000000000000011
Tributes,     nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Nefertiti,    nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Desert Warrior,nil, 0,  1.,0,  3a,4d,  2h,1f,  5,0,  3, NF,  000000000000000
Parrattarna,  nil, 0,  4.,0,  8a,5d,  2h,3f,  5,1,  2, NF,  000000000000000
Hippopotamus, nil, 2,  0.,0,  3a,3d,  2h,2f, 10,0,  0, NF,  000000000000000
Thutmosis III,nil, 0,  3.,0,  8a,6d,  2h,2f, 19,0,  0, NF,  000000000000000
Amenophis II, nil, 0,  2.,0,  7a,5d,  2h,1f, 19,0,  0, NF,  000000000000000
Thutmosis IV, nil, 0,  2.,0,  6a,4d,  2h,1f, 19,0,  0, NF,  000000000000000
Amenophis III,nil, 0,  2.,0,  5a,3d,  2h,1f, 19,0,  0, NF,  000000000000000
Lion,         nil, 0,  1.,0,  3a,4d,  2h,2f, 19,0,  0, NF,  000000000000000
Hittites,     nil, 0,  2.,0, 10a,10d, 2h,3f, 19,0,  0, NF,  000000000000000
Camp,         nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  0, NF,  000000000000000
Crocodile,    nil, 2,  0.,0,  4a,3d,  1h,1f,  4,0,  0, NF,  000000000000000

;
; 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,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  no,    ; Mou
Cedar,      2,3,  1,3,4,   no,  1,10, 1,   no,  0, 0,  0,  For,   ; Tun
Gold Mine,  2,2,  0,8,7,   no,  0, 0, 0,   yes, 1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,    ; Swa
Swamp,      2,3,  2,2,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Stone,      2,3,  0,4,1,
Gazelles,   1,2,  2,1,1,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Gold,       2,2,  1,1,4,
Papyrus,    2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Gravel,     3,6,  0,4,1,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Deer,       2,3,  2,2,1,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Gold,       2,2,  0,4,0,
Papyrus,    2,3,  0,4,0,
Papyrus,    2,3,  0,4,0,
Fish,       1,2,  3,0,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Fundamentalism, Pharao,      Pharao
Monarchy,       King,        Queen
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Saul,         Antica,               0, 1, 0, Canaanites,  Canaanite,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Kassites,    Kassite, -1, -1,  1,
Minos,        Helen ,       0, 3, 3, Greeks,     Greek,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Thutmosis,    Nefertiti,           1, 4, 2, Egyptians,   Egyptian,    1,  0,  0,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Rin Sin,      Antica,        0, 5, 1, Elamites,   Elamite,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Anticus,     Antica,           1, 6, 2, Nubians,    Nubian,       0,  1, -1,     6, Prime Minister, Prime Minister
Parrattarna,Antica,       0, 7, 2, Mittanis,  Mittani,     -1, -1,  0,     2, Maharaja, Maharaja,
Saul,        Antica, 1, 1, 3, Canaanites, Canaanite,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Hammurabi,    Ishtari,             0, 2, 0, Kassites,    Kassite,       1,  0,  0,
Minos,    Helen ,         0, 7, 3, Greeks,      Greek,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Thutmosis,    Nefertiti,               0, 4, 0, Egyptians,   Egyptian,       0, -1,  1,
Rin Sin, Antica,             0, 5, 2, Elamites,    Elamite,     0,  0,  1,     3, Chairman, Chairperson
Anticus,    Antica,         0, 2, 3, Nubians,     Nubian,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Parrattarna, Antica,              0, 7, 0, Mittanis,    Mittani,      1,  1, -1,
Saul,        Saek-K'uk',          1, 1, 0, Canaanites,  Canaanite,       -1,  1,  0,     4, Druid, Druid
Hammurabi,    Ishtari,           0, 2, 2, Kassites,    Kassite,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Minos,       Helen,            1, 5, 3, Greeks,     Greek,      1,  1,  0,     1, Warlord, Warlord
Thutmosis,  Nefertiti,            0, 4, 3, Egyptians,    Egyptian,    -1,  1, -1,     4, Emperor, Empress
Rin Sin,     Antica,              0, 5, 3, Elamites,    Elamite,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Anticus,     Antica,                0, 6, 1, Nubians,Nubian, 0,  0, -1,
Parrattarna, Antica,         0, 7, 0, Mittanis,    Mittani,       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
Gold,
Ivory,
Pottery,
Cloth,
Animals,
Slaves,
Gems,
Dye,
Weapons,
Bronze,
Silver,
Wood,
Bronze,
Wood,
Bronze,
Wood,


@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













