;
;   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)
12      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
6       ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; 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
Norexan Design,     6,-2,  Cmn, E2,  3, 0    ; AFl
Duotronics,         5, 0,  nil, nil, 0, 1    ; Alp
Amphibious Warfare, 3,-2,  no,  no,  3, 0    ; Amp
Kot'baval-Freighter,8, 0,  Ban, PT,  2, 0    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Nano Technology,    3, 1,  Sup, Mob, 3, 3    ; Aut
D-7 Design,         6,-2,  Mat, Iro, 2, 0    ; Ban
Universal Translatr,5, 2,  Cer, Bro, 1, 1    ; Bri
Scale of Culture,   4, 1,  nil, nil, 0, 2    ; Bro
Tricorder,          5, 0,  Alp, nil, 0, 1    ; Cer
Constitution Design,6,-2,  PT,  Min,  1, 0    ; Che
Warbird Design,     7,-2,  CoL, Hor, 3, 0    ; Chi
Plasma Torpedo,     6,-1,  PT,  Sth,  3, 0    ; CoL
F Final Expire,     5,-1,  no,  no,  1, 0    ; CA 
Empire Attributes,  1, 0,  no,  nil, 0, 2    ; Cmb
D'deridex Design,   6,-2,  Met, X3,  0, 0    ; Cmn
Soverign Design,    6,-2,  Rep, E2,  1, 0    ; Cmp
B- Transport,       7,-1,  no,  no,  2, 0    ; Csc
Tritanium Alloy,    6, 0,  Mas, Map, 1, 4    ; Cst
Mind Rules,         6, 0,  X1,  nil, 3, 0    ; Cor
Mind Sifter,        5, 0,  U1,  nil, 2, 0    ; Cur
Neutral Innate,     1, 0,  Aut, nil, 0, 2    ; Dem
D7 Cloaking,        6,-2,  Chi, Sea, 3, 0    ; Eco
N'egvar Design,     6,-2,  E2,  Fli, 2, 0    ; E1 
Quantum Torpedo,    6,-1,  San, Esp, 0, 0    ; E2 
Proto-matter,       5,-1,  San,  NF,  0, 3    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Tetraburnium Alloy, 6, 0,  RR,  nil, 3, 4    ; Esp
Pattern Enhancer,   5, 1,  Iro, Whe, 1, 3    ; Exp
Cloaking Device (R),5,-1,  Sth, nil, 3, 0    ; Feu
Vorcha Design,      6,-2,  Met, X2,  2, 0    ; Fli
Borg Innate,        1, 0,  X1,  nil, 3, 1    ; Fun
R Late Expire,      3, 0,  no, no,  3, 0   ; FP 
Cubes Arrive,       7,-2,  Fun, Met, 3, 1    ; Gen
Tachyon Scanning,   4, 0,  Sup, nil, 2, 3    ; Gue
Force Field,        4, 0,  Wri, Mys, 1, 4    ; Gun
Inertia Dampening,  8, 0,  nil, nil, 0, 4    ; Hor
Isoliniear Chips,   6, 0,  Inv, Ldr, 2, 1    ; Ind
Transluminal Comput,6, 1,  Cer, nil, 1, 1    ; Inv
30C Superconduction,7, 0,  Alp, nil, 0, 3    ; Iro
Ambassador Design,  6,-2,  Ldr, Phy, 1, 0    ; Lab
K'vort Cloaking,    6,-2,  Ldr, Ref, 2, 0    ; Las
Polyduranium Alloy, 5, 0,  Cst, Rad, 1, 4    ; Ldr
Clyde-freighter,    8, 0,  Hor, Che, 1, 0    ; Lit
Explorer Design,    6,-2,  Ldr, Nav, 0, 0    ; Too
Vulture Design,     6,-2,  Ldr, Eco, 3, 0    ; Mag
Stellar Cartography,5, 1,  Bro, nil, 0, 4    ; Map
Duranium Alloy,     5, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 2    ; MP 
Disruptor,          5,-1,  Hor, U1,  2, 0    ; Mat
R Final Expire,     7,-2,  no,  no, 3, 0    ; Med
Phaser Array,       5,-1,  RR,  nil, 0, 0    ; Met
Federation Innate,  1, 0,  X1,  nil, 1, 0    ; Min
Positronic Brain,   5, 1,  RR,  Ind, 2, 1    ; Mob
Start,              1, 0,  Bri, nil, 0, 2    ; Mon
Holo-technology,    5, 1,  Inv, Uni, 2, 3    ; MT 
Nonliniear Dynamics,5, 1,  Phi, Alp, 1, 3    ; Mys
Raider Design,      8,-2,  Hor, Dem, 0, 0    ; Nav
Deepspace Stations, 5, 0,  Esp, nil, 3, 3    ; NF 
Quantum Slipstream, 3, 0,  The, nil, 3, 4    ; NP 
Subspace Comms,     5, 0,  Pot, Hor, 0, 4    ; Phi
Excelsior Design,   7,-2,  Che, Sea, 1, 0    ; Phy
Cloaking Device (K),5,-1,  Ban, U1,  2, 0    ; Pla
Stable Wormhole,    4, 0,  San, nil, 1, 4    ; Plu
Photon Torpedo,     5,-1,  War, Iro, 0, 0    ; PT 
Warp Drive,         8, 0,  nil, nil, 0, 4    ; Pot
Metaphasic Shield,  5, 0,  Gun, Sea, 2, 3    ; Rad
Rodimium Alloy,     6, 0,  Ldr, nil, 2, 4    ; RR 
K Early Expire,     6,-2,  no, no, 2, 0    ; Rec
K'vort Design,      7,-2,  Ban, Sea, 2, 0    ; Ref
Bioneural Circuits, 5, 1,  Ind, Sup, 0, 1    ; Rfg
Galaxy Design,      6,-2,  Met, X4,  1, 0    ; Rep
R Early Expire,     7,-2,  no, no, 3, 0    ; Rob
F Early Expire,      7,-2, no, no, 1, 0    ; Roc
Quantum Singularity,5, 1,  Ldr, Tra, 2, 3    ; San
Dilithium Focusing, 8, 0,  Cst, Pot, 1, 4    ; Sea
Space Flight,       4, 1,  no,  no,  3, 4    ; SFl
Romulan Innate,     1, 0,  X1,  nil, 3, 0    ; Sth
Orbital Skydiving,  6, 0,  Ldr, Hor, 1, 2    ; SE 
Medical Hologram,   4, 2,  Gun, MT,  2, 2    ; Stl
Prob Mechanics,     4, 1,  Mys, nil, 2, 3    ; Sup
K Final Expire,      7,-2,  no, no, 2, 0    ; Tac
Fractal Encryption, 5, 1,  Ind, Sup, 0, 1    ; The
Griffin-freighter,  8, 0,  Chi, Sth, 3, 0    ; ToG
Stellar Commerce,   3, 2,  Map, Phi, 1, 2    ; Tra
EPS Technology,     6,-1,  Phi, nil, 1, 3    ; Uni
Phaser,             5,-1,  nil, nil, 0, 0    ; War
Heisenberg Escape,  5, 2,  Alp, nil, 0, 3    ; Whe
Tractor Beam,       4, 0,  Hor, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Esp, The, 3, 3    ; FT 
Klingon Innate,     1, 0,  X1,  nil, 2, 0    ; U1 
F Late Expire,      3, 0,  no, no,  1, 0    ; U2 
K Late Expire,      3, 0,  no,  no,  2, 0    ; U3 
Tree Root,          3, 0,  no,  nil, 0, 0    ; X1 
Nextgen K,          3, 0,  X1,  nil, 2, 0    ; X2 
Nextgen R,          3, 0,  X1,  nil, 3, 0    ; X3 
Nextgen F,          3, 0,  X1,  nil, 1, 0    ; X4 
Dreadnaught Design, 5,-2,  RR,  X7,  0, 0    ; X5 
Destroyer Design,   5,-2,  NF,  X7,  0, 0    ; X6 
Nextgen N,          3, 0,  X1,  nil, 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,
Capital,                  10, 0,    Mas,
Training Academy,          4, 1,    Map,
Underground Hydroponics,   6, 1,    Gun,
Dabo Casino,               4, 1,    Cer,
Promenade Mall,            8, 1,    Bro,
Computer Core,             8, 1,    Alp,
Planetary Police,          8, 1,    Dem,
Orbital Defence Platform,  8, 1,    PT, 
Recycling System,          8, 2,    Whe,
Electroplasma System,     12, 3,    Uni,
Holo-suites,              12, 3,    MT, 
Optical Data Network,     16, 3,    Ind,
Mass Transit,             16, 4,    no, 
Propaganda Unit,          10, 2,    Bri,
Gravity Dynamo,           16, 4,    Hor,
Replicator Plant,         32, 6,    Exp,
Temporal Shielding,       20, 4,    Eng,
Nanite Recyclers,         20, 2,    Aut,
Power Plant,              32, 4,    no, 
Android Plant,            32, 6,    Mob,
Nuclear Plant,            16, 2,    no, 
Energy Exchange,          24, 6,    Sup,
Planetary Transport Grid, 16, 3,    Ldr,
Automated Hospitals,      16, 3,    Stl,
Anti-matter Factory,      24, 5,    NP, 
Galactic Data Node,       16, 3,    Rfg,
Tachyon Detection Grid,   14, 2,    San,
Planetary Shields,        14, 2,    Mys,
Solar Satellite Grid,     26, 6,    Rad,
Orbital Farms,             8, 1,    Mas,
Asteroid Mines,           20, 4,    RR, 
Null Space Catapult,      16, 3,    The,
Subspace Relay,           10, 1,    Iro,
SpaceDock,                12, 3,    Cst,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Planetary Capacitor Core, 60, 2,    NP, 
Quadrotriticale,          30, 0,    Exp,
Abolishment of Money,     20, 0,    Map,
Nimbus III Colony,        20, 0,    Uni,
First Contact,             4, 0,    Pot,
Memory Alpha,             30, 0,    Alp,
the Prime Directive,       6, 0,    Inv,
Organian Treaty,           4, 0,    Wri,
Klingon Academy,          30, 1,    Cur,
Utopia Planatia,          30, 1,    Cst,
The Tal'shair,            25, 1,    Feu,
Anslem Holo-novel,        50, 0,    MT, 
Artificial Gravity,       20, 0,    Hor,
Reaching Delta Quadrant,  60, 0,    NP, 
Shakespeare's Theatre,    30, 0,    no, 
Alpha Quadrant Catalogue, 30, 0,    Gen, 
J. S. Bach's Cathedral,   40, 0,    no, 
the Mirror Universe,      20, 0,    Whe,
Rules of Acquisition,     40, 0,    Tra,
Zee-Magnees Prize,        40, 0,    Sup,
Statue of Liberty,        40, 0,    no, 
Khitomer Conference,      40, 0,    Gue,
Realtime Subspace,        60, 0,    The,
Data the Android,         70, 0,    Mob,
Project Genesis,          70, 0,    Eng,
Babel Conference,         30, 0,    Bri,
Apollo Program,           60, 0,    no, 
Reaching Gamma Quadrant,  30, 0,    Plu,
Nanotech Revolution,      60, 0,    Aut,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Quadrotriticale
nil,        ; Abolishment of Money
nil,        ; Nimbus III Colony
Eng,        ; First Contact
Ldr,        ; Memory Alpha
Stl,        ; the Prime Directive
Ind,        ; Organian Treaty
nil,        ; Klingon Academy
nil,        ; Utopia Planatia
Cmn,        ; The Tal'shair
nil,        ; Anslem Holo-novel
nil,        ; Artificial Gravity
nil,        ; Reaching Delta Quadrant
nil,        ; Shakespeare's Theatre
Aut,        ; Section 31
nil,        ; J. S. Bach's Cathedral
nil,        ; the Mirror Universe
nil,        ; Rules of Acquisition
nil,        ; Zee-Magnees Prize
nil,        ; Statue of Liberty
nil,        ; Khitomer Conference
nil,        ; Realtime Subspace
nil,        ; Data the Android
nil,        ; Project Genesis
NP,         ; Babel Conference
nil,        ; Apollo Program
nil,        ; Reaching Gamma Quadrant
nil,        ; Nanotech Revolution


;
;    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
Drone,        Cmb, 0,  1.,0,  0a,1d,  1h,1f,  2,0,  5, Fun, 000001000000000
Engineer Bn,  Fun, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Probe,        Fun, 1,  8.,2,  1a,1d,  1h,1f,  1,0,  3, Phi, 100000000000001
SDF Bn,       RR,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, War, 000000000000000
Mercenary0,   nil, 0,  1.,0,  2a,1d,  1h,1f,  3,0,  1, no,  000000000000000
Advanced SDF, E2,  0,  1.,0,  2a,3d,  1h,1f,  4,0,  1, Sea, 000000000000000
Elite SDF,    Fun, 0,  1.,0,  3a,4d,  2h,1f,  6,0,  1, Ldr, 000000000000000
Mercenary3,   nil, 0,  2.,0,  2a,2d,  1h,1f,  3,0,  0, no,  000000000000000
Mercenary1,   no,  0,  1.,0,  3a,3d,  2h,1f,  5,0,  0, no,  000000000000000
Resistance,   Fun, 0,  2.,0,  3a,3d,  2h,1f,  5,0,  1, Gue, 000001000000011
Advanced Drone,Cmb, 0,  2.,0,  3a,3d,  1h,1f,  4,0,  1, Fun, 000010000000100
Battle Drone, Cmb, 0,  1.,0,  7a,7d,  2h,2f,  7,0,  0, Gen, 000001100000100
Positronic SDF,Fun, 0,  1.,0,  3a,5d,  2h,2f,  8,0,  1, Rfg, 000010000000000
Derelict,     nil, 0,  0.,0,  1a,1d,  1h,1f,  6,0,  7, no,  000000000001000
Orb,          nil, 0,  0.,0,  2a,0d,  1h,1f,  5,0,  1, no,  000000000000000
Marine AsBn,  E2,  0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, Cst, 000000000000100
Assault Bn,   RR,  0,  2.,0,  3a,1d,  1h,1f,  2,0,  0, PT,  000000000000000
Telepath,     Fun, 0,  1.,0,  3a,6d,  2h,2f,  8,0,  1, Cor, 010010000000000
Elite AsBn,   Fun, 0,  2.,0,  7a,3d,  2h,2f,  6,0,  0, RR,  000000001000100
Cardi Frigate,nil, 2,  3.,0,  3a,1d,  2h,1f, 15,0,  0, no,  000000000010000
D'Kyr,        Fun, 2,  4.,0,  3a,3d,  1h,1f,  7,0,  2, Too, 100000010000001
Tal Destroyer,Fun, 2,  3.,0,  5a,5d,  2h,2f,  7,0,  0, X6,  000000000000000
Kahless' Sword,nil, 0,  0.,0,  0a,12d, 2h,2f,  1,0,  1, X1,  010000000000000
Phot Artillery,Fun, 0,  1.,0, 10a,2d,  3h,1f,  8,0,  0, Gun, 010000011010000
Ion Storm,    nil, 2,  3.,0,  8a,1d,  1h,1f,  4,0,  2, no,  101000000011000
Warbird,      Rob, 2,  2.,0,  2a,2d,  1h,1f,  4,0,  2, Chi, 000000010000000
Defiant,      nil, 1,  8.,0,  6a,7d,  3h,3f,  1,0,  0, X1,  110000000010011
K'tinga,      Rec, 2,  2.,0,  3a,1d,  1h,1f,  3,0,  2, Ban, 000000010000000
K'vort,       U3,  2,  4.,0,  4a,2d,  1h,1f,  5,0,  2, Ref, 000000010000000
K'vort II,    Tac, 2,  4.,0,  6a,2d,  2h,2f,  7,0,  2, Las, 000000010001000
B'rel,        Tac, 2,  4.,0,  2a,1d,  1h,1f,  3,0,  2, Las, 100000000011001
Kot'baval,    Tac, 2,  3.,0,  1a,1d,  1h,1f,  2,4,  4, Ast, 000000000000000
Hawk,         Med, 2,  4.,0,  2a,1d,  1h,1f,  3,0,  2, Mag, 100000000011001
D7 (cloak),   Rob, 2,  3.,0,  5a,2d,  1h,1f,  5,0,  2, Eco, 000000010001000
Raider,       Fun, 2,  2.,0,  2a,2d,  2h,1f,  3,2,  4, Nav, 000000000000000
Dreadnaught,  Fun, 2,  5.,0,  4a,4d,  2h,3f, 10,0,  2, X5,  000000010000000
Constitution, Roc, 2,  3.,0,  2a,3d,  1h,1f,  4,0,  2, Che, 000000010000000
D'deridex,    Med, 2,  5.,0,  7a,4d,  3h,3f, 10,0,  2, Cmn, 000000010001000
NorexanWarbird,Med, 2,  6.,0,  6a,6d,  3h,3f, 12,0,  2, AFl, 000000010000001
Neg'var,      Tac, 2,  6.,0,  7a,5d,  3h,3f, 11,0,  2, E1,  000000010000001
Soverign,     CA,  2,  6.,0,  6a,7d,  3h,3f, 12,0,  2, Cmp, 000000010000001
Griffin,      Med, 2,  3.,0,  0a,1d,  1h,1f,  2,4,  4, ToG, 000000000001000
Plasma Torpedo,nil, 1,  1.,2, 10a,0d,  1h,2f,  1,0,  0, CoL, 001000000000000
Clydesdale,   CA,  2,  3.,0,  0a,1d,  1h,1f,  2,8,  4, Lit, 000000000000000
2Cobalt Device,E2,  1,  2.,2, 10a,0d,  1h,2f,  2,0,  0, Uni, 001000000000010
Genesis Torp, nil, 1,  2.,2, 99a,0d,  1h,1f, 20,0,  0, Eng, 001000000000000
Assimilator,  Cmb, 1,  6.,0,  5a,3d,  2h,1f,  2,0,  0, Med, 000000000010000
Infiltrator,  Fun, 0,  2.,0,  0a,0d,  1h,1f, 10,0,  6, SE,  000000100000011
3Cobalt Device,nil, 1,  2.,2, 15a,2d,  1h,2f,  2,0,  0, E2,  001100000000010
Cargo Pod,    Fun, 0,  1.,0,  0a,1d,  1h,1f,  6,0,  7, Tra, 000000100000010
Excelsior,    U2,  2,  4.,0,  3a,4d,  1h,1f,  6,0,  2, Phy, 000000010000000
Star Base (R),Med, 2,  1.,0,  5a,5d,  4h,3f, 14,0,  2, Eco, 010000010000001
Ambassador,   U2,  2,  4.,0,  4a,5d,  2h,2f,  8,0,  2, Lab, 000000010000000
Oberth,       CA,  2,  4.,0,  1a,1d,  1h,1f,  3,0,  2, Lab, 100000000010001
Galaxy,       CA,  2,  5.,0,  5a,6d,  3h,3f, 10,0,  2, Rep, 000000010000000
Vor'cha,      Tac, 2,  5.,0,  6a,4d,  3h,3f,  9,0,  2, Fli, 000000010000000
Vulture,      FP,  2,  4.,0,  4a,4d,  2h,2f,  8,0,  2, Mag, 000000010000000
Star Base (F),CA,  2,  1.,0,  5a,5d,  4h,3f, 14,0,  2, Phy, 010000010000001
Star Base (K),Tac, 2,  1.,0,  5a,5d,  4h,3f, 14,0,  2, Ref, 010000010000001
Cube,         Cmb, 2,  6.,0, 10a,10d, 4h,3f, 48,16,  4, Gen, 000100000000001
Borg Probe,   Cmb, 2,  3.,0,  4a,3d,  1h,1f,  4,4,  4, Fun, 100100000010000
Sphere,       Cmb, 2,  4.,0,  5a,5d,  2h,2f,  7,8,  4, Fun, 000100000000000

;
; 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
Class H,    1,2,  0,1,0,   yes, 1, 5, 3,   yes, 1, 5,  1,  Pln,   ; Drt
Class D1,   1,2,  1,1,0,   yes, 1, 5, 1,   yes, 2,15,  0,  Grs,   ; Pln
Class M1,   1,2,  2,0,1,   yes, 1, 5, 1,   For, 0,10,  0,  Hil,   ; Grs
Class M2,   2,3,  1,2,0,   Pln, 0, 5, 2,   no,  0, 5,  0,  Grs,   ; For
Class D2,   2,4,  0,1,1,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Energy,     3,6,  0,1,4,   no,  1,10, 0,   no,  1,10,  6,  no,    ; Mou
Class J,    1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Class I,    2,2,  0,2,1,   no,  0, 0, 0,   yes, 1,15,  2,  Tun,   ; Gla
Class K,    2,3,  1,1,1,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Class M3,   2,3,  2,1,0,   Grs, 0,15, 1,   For, 0,15,  0,  Pln,   ; Jun
Space,      1,2,  1,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Bonus A,    1,2,  3,1,0,
Bonus B,    1,2,  1,3,0,
Bonus C,    1,2,  2,1,0,
Bonus D,    2,3,  3,2,0,
Bonus E,    2,4,  1,2,0,
Dilithium,  3,6,  0,1,6,
Bonus F,    1,2,  3,1,0,
Bonus G,    2,2,  1,1,4,
Bonus H,    2,3,  1,4,0,
Bonus I,    2,3,  1,0,4,
Asteroids,  1,2,  0,4,1,
Bonus J,    1,2,  0,4,0,
Bonus K,    1,2,  3,1,0,
Bonus L,    1,2,  2,1,0,
Bonus M,    2,3,  1,2,3,
Bonus N,    2,4,  1,0,4,
Bonus O,    3,6,  0,4,0,
Bonus P,    1,2,  2,0,3,
Bonus Q,    2,2,  0,4,0,
Bonus R,    2,3,  3,0,4,
Bonus S,    2,3,  4,0,1,
Sun,        1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Seperatism(Ds), Statesman,   Stateswoman
Early Govt(M),  Chancellor,  Chancellor
Empirism(C),    Preator,     Preatress
Collectivism(F, King,        Queen
Democracy(R),   President,   Mdm President
Syndicate(Dm),  CEO,         CEO

;
;   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
Sarek,        Amanda,              0, 1, 0, Neutrals,    Neutral,    -1,  1,  1,     1, Statesman, Stateswoman
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,     -1, -1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
The One,      The One,             0, 4, 0, Borg,        Borg,        1,  1, -1,     1, King, Queen
Cochrane,     Cochrane,            0, 5, 0, Federation,  Federation,  0,  1, -1,     1, President, Mdm President
Gorkon,       Azetbur,             0, 6, 0, Klingons,    Klingon,     1,  1, -1,     1, Chancellor, Chancellor
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Mendek,       Portia,              0, 2, 0, Romulans,    Romulan,    -1,  1, -1,     1, Preator, Preator
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,
Donny,        Marie,               0, 7, 0, Orions,      Orion,      -1,  1, -1,     1, CEO, CEO

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
Dilithium,
Oxygen,
Tribbles,
Grn Slave,
Targ,
Hypospray,
Grain,
Water,
Synthale,
Deutirium,
TransAlum,
NT matter,
Gems,
Latinum,
Cordrazin,
Rom Ale,


@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
Ensign
Leuitenant
Commander
Captain
Commodore
Admiral

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













