;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
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
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
8       ; 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.
0       ; 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)
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
Hellenism,          4,-2,  no,  no,  0, 4    ; AFl 0
Alphabet,           5, 1,  Tra, nil, 0, 3    ; Alp 1
Latin Tradition,    3,-2,  no,  no,  0, 0    ; Amp 2
Astronomy,          4, 1,  Mys, Mat, 0, 3    ; Ast 3
Archery,            4,-1,  no,  no,  0, 0    ; Ato 4
Punic Tradition,    6,-1,  no,  no,  0, 4    ; Aut 5
Banking,            4, 1,  Rep, Cur, 0, 1    ; Ban 6
Bridge Building,    4, 0,  Bro, Cst, 0, 4    ; Bri 7
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro 8
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer 9
Aristocracy,        5,-1,  Uni, ToG, 0, 2    ; Che 10
*Chivalry,           4,-2,  no,  no,  0, 0    ; Chi 11
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL 12
Eastern Wisdom,     5,-1,  no,  no,  0, 0    ; CA  13
Architecture,       5,-1,  Bri, Uni, 0, 3    ; Cmb 14
Imperialism,        6,-2,  MP,  Las, 0, 2    ; Cmn 15
Barcid Wrath,       4, 1,  no,  no,  0, 3    ; Cmp 16
*Greek Colony Tech,  7,-1,  no,  no,  0, 0    ; Csc 17
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst 18
The Corporation,    4, 0,  no,  no,  0, 1    ; Cor 19
Currency,           4, 1,  Bro, Tra, 0, 1    ; Cur 20
Democracy,          5, 1,  Pla, Ban, 0, 2    ; Dem 21
Blood Rituals,      2,-2,  PT,  Amp, 0, 1    ; Eco 22
Greek Tech,         4, 0,  no,  no,  0, 4    ; E1  23
African Trade,      4, 1,  no,  no,  0, 2    ; E2  24
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng 25
Environmentalism,   3, 1,  no,  no,  0, 2    ; Env 26
Espionage,          2,-1,  X1,  Plu, 0, 0    ; Esp 27
Explosives,         5, 0,  no,  no,  0, 4    ; Exp 28
Fall of Rome,       4,-1,  no,  no,  0, 0    ; Feu 29
Heavy Cavalry,      4,-2,  NF,  U2,  0, 0    ; Fli 30
Dictatorship,       3,-2,  no,  no,  0, 2    ; Fun 31
Indian Trade,       3, 0,  no,  no,  0, 3    ; FP  32
Horsemanship,       4,-2,  Hor, Iro, 0, 0    ; Gen 33
*Guerrilla Warfare,  4, 1,  no,  no,  0, 0    ; Gue 34
*Gunpowder,          8,-2,  no,  no,  0, 0    ; Gun 35
Horseback Riding,   4,-1,  Whe, nil, 0, 0    ; Hor 36
Celtic Lore,        6, 0,  no,  no,  0, 0    ; Ind 37
Invention,          6, 0,  Eng, Lit, 0, 4    ; Inv 38
Iron Working,       4,-1,  Bro, War, 0, 4    ; Iro 39
The Raven,          4,-1,  no,  no,  0, 0    ; Lab 40
Leadership,         6,-3,  U2,  Plu, 0, 0    ; Las 41
*Leaders,           5,-1,  no,  no,  0, 0    ; Ldr 42
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit 43
Logistics,          4,-2,  SFl, Bri, 0, 1    ; Too 44
*Magnetism,          4,-1,  no,  no,  0, 3    ; Mag 45
Map Making,         6,-1,  Alp, Tra, 0, 1    ; Map 46
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mob Rule,           3,-2,  Dem, Iro, 0, 2    ; MP 
Mathematics,        4,-1,  AFl, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 0, 1    ; Med
*Metallurgy,         6,-2,  no,  no,  0, 0    ; Met
Metallurgy,         5,-1,  Iro, Inv, 0, 4    ; Min
*Mobile Warfare,     8,-1,  no,  no,  0, 0    ; Mob
Monarchy,           5, 1,  AFl, CoL, 0, 2    ; Mon
Theatre,            5, 1,  PT,  AFl, 0, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  no,  0, 1    ; Nav
Nobility,           4, 0,  Gen, Che, 0, 3    ; NF 
Oratory,            3, 2,  MT,  CoL, 0, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 0, 2    ; Phi
Physics,            4,-1,  Uni, Ast, 0, 3    ; Phy
Oligarchy,          4, 1,  Che, X1,  0, 2    ; Pla
Rhetoric,           4, 2,  NP,  Ref, 0, 3    ; Plu
Polytheism,         4, 0,  Mys, nil, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
*Radio,              5,-1,  no,  no,  0, 4    ; Rad
Forces of Nature,   6, 0,  nil,  no,  0, 1    ; RR 
Ageless Wisdom,     2, 1,  no,  no,  0, 2    ; Rec
History,            4, 0,  Map, Uni,  0, 3    ; Ref
*Expert Landfarms,   3, 1,  no,  no,  0, 1    ; Rfg
The Republic,       5, 1,  AFl, Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  no,  0, 0    ; Rob
Rocketry,           6,-2,  no,  no,  0, 0    ; Roc
Public Baths,       4, 2,  Cmb, Med, 0, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea 75
Supply Trains,      4, 1,  Med, U2,  0, 1    ; SFl 76
Stealth,            3,-2,  no,  no,  0, 0    ; Sth 77
Steam Engine,       4,-1,  no,  no,  0, 3    ; SE  78
Slingers,           4,-1,  no,  no,  0, 0    ; Stl 79
Naval Tactics,      6,-1,  U1,  U2,  0, 0    ; Sup 80
*Tactics,            6,-1,  no,  no,  0, 0    ; Tac 81
The Gladius,        3,-4,  no,  no,  0, 0    ; The 82
Tyranny,            4,-2,  Mon, Iro, 0, 2    ; ToG 83
Trade,              4, 2,  Pot, nil, 0, 1    ; Tra 84
Academia,           5, 1,  Mat, Phi, 0, 3    ; Uni 85
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War 86
The Wheel,          4,-1,  Pot, nil, 0, 4    ; Whe 87
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri 88
Epic Poetry,        1, 0,  Ref, Che, 0, 3    ; FT 89
Naval Warfare,      6,-1,  Sea, War, 0, 0    ; U1 90
Strategy,           6,-2,  Che, Min, 0, 0    ; U2 91
Siegecraft,         5,-3,  Too, Phy, 0, 0    ; U3 92
Bureaucracy,        4, 0,  Uni, Too, 0, 2    ; X1 93
Celtic Suppression, 3, 0,  no,  no,  0, 0    ; X2 94
Greek Suppression,  3, 0,  no,  no,  0, 0    ; X3 95
Punic Suppression,  3, 0,  no,  no,  0, 0    ; X4 96
Roman Suppression,  3, 0,  no,  no,  0, 0    ; X5 97
Numidian Allies,    3, 0,  no,  no,  0, 0    ; X6 98
Auxiliaries,        3, 0,  no,  no,  0, 0    ; X7 99 

;
; 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,    Mas,
Barracks,                 4,  1,    War,
Granary,                  6,  1,    Pot,
Temple,                   4,  1,    Cer,
MarketPlace,              8,  1,    Cur,
Library,                  8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Mas,
Aqueduct,                 8,  2,    Cst,
Bank,                     12, 3,    Ban,
Theatre,                  12, 3,    MT,
Academy,                  16, 3,    Uni,
Mass Transit,             16, 4,    no,
Arena,                    10, 4,    Eco,
Quarry,                    6, 2,    no,
Manufacturing,            32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Trade Depot,               8, 2,    no,
Public Baths,             12, 2,    San,
Public Food,               8, 3,    no,
Roman Roads,               6, 2,    no,
Centre of Learning,       10, 0,    Rec,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,         8,  1,    U1,
Solar Plant,              32, 4,    no,
Harbour,                  6,  1,    Sea,
Maritime Resources,       8,  2,    no,
Airport,                  16, 3,    no,
Prison,                   6,  2,    no,
War Harbour,              8,  3,    Sup,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    X1,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Bro,
Lighthouse,               20, 0,    Map, 
Great Library,            30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Hadrian's Wall,           50, 0,    Too, 
Scipio's Reforms,         30, 0,    Iro,
Roman Constitution,       30, 0,    Rep,
Statue of Zeus,           20, 0,    PT,
Homer's Epics,            40, 0,    Bro, 
Plato's Academy,          30, 0,    Phi,
Hanno's Expedition,       40, 0,    Sea,
Circus Maximus,           30, 0,    Eco,
Archimedes' Workshop,     40, 0,    Inv,
Temple of Artemis,        40, 0,    Mys,
Euclid's College,         40, 0,    Mat,
Mausoleum,                40, 0,    Cur,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no, 
Parthenon,                60, 0,    Dem,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
Silk Road,                50, 0,    Tra,
Stonehenge,               30, 0,    Cer,

;
; 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
Feu,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelango
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Slaves,       Fun, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  5, nil, 000000000000000
Garrison,     nil, 0,  0.,0,  1a,8d,  1h,1f,  6,0,  1, RR, 000000000000000
Cryptobeles,  nil, 1,  1.,1, 16a,6d,  1h,1f, 10,0,  3, RR, 000000000000000
Mil. Engineers, nil, 0,  2.,0,  4a,7d,  1h,1f,  4,0,  5, Too, 000000000000000
Hoplites,     nil, 0,  2.,0,  9a,6d,  1h,1f,  3,0,  1, AFl, 000000000000000
Skirmishers,   nil, 0,  3.,0,  2a,3d,  1h,1f,  1,0,  1, X7, 000000000000000
Spanish Infantry, nil, 0,  3.,0,  9a,5d,  1h,1f,  3,0,  0, Aut, 000000000000000
Berserkers,   nil, 0,  1.,0, 15a,5d,  1h,1f,  8,0,  1, RR,  000000000000000
Elephant,     nil, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  1, RR, 000000000000000
Siege Tower,  nil, 0,  1.,0, 12a,7d,  1h,1f,  7,0,  0, Too, 000000001000011
Phalangites,  nil, 0,  2.,0, 12a,7d,  1h,1f,  4,0,  0, AFl, 000000000000000
Rebels,       nil, 0,  1.,0,  4a,2d,  1h,1f,  2,0,  1, RR, 000000000000000
Hastati,      nil, 0,  3.,0,  9a,6d,  1h,1f,  3,0,  1, Amp, 000000000000000
Slingers,     nil,  0,  3.,0,  4a,1d,  1h,1f,  1,0,  0, Stl, 000000000000000
Archers,      nil, 0,  3.,0,  6a,1d,  1h,1f,  2,0,  0, Ato, 000000000000000
Cavalry,      Ind, 0,  5.,0,  4a,2d,  1h,1f,  2,0,  0, Hor, 000000000000000
Chariot,      X2,  0,  4.,0,  8a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
Watchtower,   nil, 1,  0.,0,  0a,5d,  1h,1f,  4,0,  0, RR, 000000000000001
Horsemen,     nil, 0,  5.,0, 6a,2d,  1h,1f,  2,0,  0, Ind, 000000000000001
Nomads,       nil, 0,  5.,0, 5a,2d,  1h,1f,  3,0,  0, RR,  000000000000000
Horse Archers, Ind, 0,  5.,0, 6a,1d,  1h,1f,  3,0,  0, Gen,  000000000000000
Camel Raiders,nil, 0,  2.,0,  4a,1d,  1h,1f, 3,0,  0, RR, 000001000000000
Elite Legion, X5, 0,  3.,0,  16a,8d,  1h,1f,  6,0,  0, U2,  000000000000100
Lithobolos,   Phy, 0,  1.,0, 10a,1d,  1h,1f,  4,0,  0, Mat,  000000001000000
Ballista,     U3,  0,  1.,0, 14a,1d,  1h,1f,  4,0,  0, Phy, 000000001000000
Onager,       nil, 0,  1.,0, 18a,1d,  1h,1f,  5,0,  0, U3, 000000001000000
Guard Tower,  nil, 1,  1.,1, 12a,7d,  1h,1f,  4,0,  3, Inv, 000000000000001
Tortoise,     nil, 0,  3.,0, 16a,8d,  1h,1f,  4,0,  0, Fun, 000000000000000
Libyan Infantry, nil, 0,  2.,0, 11a,7d,  1h,1f,  4,0,  1, Aut, 000000000000000
Sacred Corps, X4,  0,  3.,0, 15a,7d,  1h,1f,  7,0,  0, U2, 000000000000100
Sarmatians,   nil, 0, 12.,0, 24a,2d,  1h,3f,  90,0,  0, RR, 001000000000001
Parthians,    nil, 0,  5.,0, 15a,3d,  1h,1f,  5,0,  0, CA,  000000000000000
Transport,    nil, 2,  5.,0,  0a,2d,  1h,1f,  4,3,  4, Map, 000000000100000
Hepteres,     Fun, 2,  5.,0,  8a,4d,  1h,2f,  8,1,  2, Sup, 000000000100000
Merchantman,  nil, 2,  4.,0,  0a,4d,  1h,1f,  6,6,  4, Ban, 000000000000000
Deceres,      nil, 2,  4.,0, 12a,5d,  2h,2f, 10,1,  2, U3,  000000000000000
Coracle,      X2,  2,  2.,0,  0a,0d,  1h,1f,  1,1,  4, Pot, 000000000100000
Trireme,      Ind, 2,  7.,0,  4a,2d,  1h,1f,  5,1,  2, Sea, 000000000100000
Quinquereme,  Fun, 2,  6.,0,  6a,3d,  1h,1f,  6,1,  2, U1,  000000000100000
Flagship,     nil, 2,  6.,0,  9a,6d,  2h,1f, 14,1,  2, Cmn, 100000000000001
Curragh,      X2,  2,  4.,0,  4a,8d,  1h,1f,  5,2,  2, Sea, 000000000000000
Legionaries,  The, 0,  3.,0, 12a,6d,  1h,1f,  4,0,  0, Amp, 000000000000000
Corvus,       X5,  2,  3.,0,  6a,5d,  1h,1f,  6,1,  2, Lab, 000000000101000
Septireme,    nil, 2,  6.,0,  9a,5d,  1h,2f,  4,3,  2, Fun, 000000000000000
Legion,       Fun, 0,  3.,0,  13a,7d,  1h,1f,  4,0,  0, The, 000000000000000
Storm,        nil, 1,  36.,0,  9a,30d,  3h,1f,  99,0,  0, no, 001000000000000
Envoy,        nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, NP,  000000000000010
Spy,          nil, 0,  2.,0,  0a,0d,  1h,1f,  5,0,  6, Esp, 000000000000010
Traders,      Aut, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Plebians,     nil, 0,  2.,0,  0a,2d,  1h,1f,  2,0,  5, Fun, 000000000000000
Merchants,    nil, 0,  2.,0,  0a,1d,  1h,1f,  4,0,  7, Aut, 000000000000010
Warriors,     nil, 0,  2.,0, 11a,5d,  1h,1f,  3,0,  0, Ind,  000000000000000
Hypaspists,   X3,  0,  2.,0, 15a,8d, 1h,1f,  6,0,  0, U2, 000000000000100
War Elephant, nil, 0,  2.,0, 18a,4d,  1h,1f,  5,0,  0, FP, 000000000000000
Numidians,    nil, 0,  6.,0,  8a,2d,  1h,1f,  4,0,  0, X6, 000000000000001
Elephant Driver,nil, 0,  3.,0, 17a,3d,  1h,1f,  5,0,  0, Cmp, 000000000000000
Woad Warriors, X2,  0,  3.,0, 15a,5d,  1h,1f,  5,0,  0, U2, 000000000000100
Cataphracts,  nil, 0,  4.,0, 16a,4d,  1h,1f,  6,0,  0, Fli, 000000000000000
Chieftain,    X2,  0,  3.,0, 15a,4d,  1h,1f, 12,0,  0, Las, 000001000000101
General,      X3,  0,  5.,0, 15a,8d, 1h,1f, 12,0,  0, Las, 000000000000011
Commander,    X4,  0,  4.,0, 15a,6d,  1h,1f, 12,0,  0, Las, 000001000000001
Proconsul,    X5,  0,  5.,0, 15a,7d,  1h,1f, 12,0,  0, Las, 000000000000111


; 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,     2,1,  0,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  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,     2,1,  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,  6,6,  0,1,0,   no,  1,10, 0,   yes, 2,10,  6,  no,    ; Mou
Mountains,  6,6,  0,1,0,   no,  1,10, 0,   yes, 2,10,  6,  no,    ; Tun
Purple Dye, 1,2,  1,1,6,   yes, 1, 5, 1,   no,  0,15,  0,  no,   ; Gla
Swamp,      2,1,  1,0,0,   Grs, 0,15, 6,   For,  0,15,  0,  no,   ; Swa
Pyramids,   1,3,  0,1,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Jun
Sea,        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  2,1,1,
Sheep,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Wild Boar,  2,1,  3,3,0,
Marble,     2,4,  1,3,1,
Iron,       3,6,  0,4,0,
Copper,     3,6,  0,2,2,
Cliffs,     2,4,  1,0,6,
Ruins,      2,1,  1,1,1,
Gems,       2,3,  1,2,4,
Fish,       1,2,  3,0,2,
Frankincense,2,1,  0,1,5,
Olives,     1,2,  2,1,1,
Grassland,  1,2,  2,1,0,
Amber,      2,1,  1,2,4,
Wine,       2,4,  1,0,4,
Silver,     3,6,  0,1,5,
Gold,       6,6,  0,1,7,
Cliffs,     2,4,  1,0,6,
Spice,      2,1,  3,0,4,
Gems,       2,3,  0,3,3,
Tuna,       1,2,  2,1,2,




@GOVERNMENTS
Anarchy,        Interrex,    Interregina
Despotism,      Chief,       Chief
Monarchy,       King,        Queen
Imperium,       Imperator,   Imperatrix
Dictatorship,   Dictator,    Dictator
Republic,       Consul,      Consul
Democracy,      Citizen,     Citizen

;
;   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
Scipio,       Livia,               0, 3, 0, Romans,      Roman,       1,  1, -1,     1, Dictator, Dictator
Arsaces,      Ishtari,             0, 6, 0, Parthians,   Parthian,  1,  1,  -1,
Alaric,       Alarica,             0, 3, 3, Visigoths,   Visigothic,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ptolemy,      Cleopatra,           1, 6, 1, Ptolemies,   Ptolemaic,   0,  0,  0,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Shapur,       Shadi,               0, 5, 1, Sasanians,   Sasanian,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 5, 0, Macedonians, Macedonian,  1,  1, -1,     6, Prime Minister, Prime Minister
Mohammed,     Scheherezade,        0, 7, 2, Arabs,       Arabian,     -1, -1,  0,     2, Maharaja, Maharaja,
Ivan,         Ivana,               1, 1, 3, Slavs,       Slavic,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Jugurtha,     Jugurthala,          0, 2, 2, Numidians,   Numidian,        1,  0,  0,
Clovis,       Karla,               0, 3, 3, Franks,      Frankish,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Eric,         Helga,               0, 4, 0, Jutes,       Jute,       0, -1,  1,
Attila,       Attilana,            0, 5, 3, Huns,        Hun,    0,  0,  1,     3, Chairman, Chairperson
Lom,          Barda,               1, 6, 3, Lombards,    Lombard,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Stilicho,     Stilicha,            0, 7, 3, Vandals,     Vandal,      1,  1, -1,
Vercingetorix,Boadicea,            0, 2, 3, Celts,       Celtic,      1,  1, -1,     1, Chief, Chief, 4, Druid, Druid
Alan,         Alana,               0, 2, 2, Alans,       Alan,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Pyrrhus,      Gunnhild,            1, 1, 0, Epirotes,    Epirote,    0,  1,  0,     
Theodoric,    Amalasuntha,         1, 4, 1, Ostrogoths,  Ostrogothic,    -1,  1, -1,     4, Archbishop, Archbishop
Antiochus,    Scheherezade,        0, 7, 2, Seleucids,   Seleucid,    1,  1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 4, 2, Carthaginians, Carthaginian, 0,  1,  0,
Harold,       Matilda,             0, 7, 0, Saxons,      Saxon,       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
Hides,
Textiles,
Ceramics,
Wool,
Salt,
Figs,
Slaves,
Silk,
Wine,
Amber,
Silver,
Wild Animals,
Copper,
Olive Oil,
Pepper,
Spice,


@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
Censor
Praefect
Aedil
Consul
Emperor
Caesar

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













