;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   
;     
;
;   Alpha Centauri Scenario Modified Rules
;   by John Mavin
;

;
;   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 Gunboat lost (mod. by Seafarer's Guild, Education Complex)
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 <= Central Command)
2       ; Settlers eat (govt >= Grafter's Guild)
7       ; City size for first unhappiness at Citizen level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Habitation Complex needed to exceed this size
12      ; Builder's Guild needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for terraformers to transform terrain (x2)
3       ; Central Command  pays support for all units past this
3       ; Grafter's Guild pays support for all units past this
10      ; Quantum Congregation pays support for all units past this
0       ; Grafter's Guild is equivalent of this Command Center distance.
50      ; Quantum Congregation loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range (N/A)
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in Quantum Congregation (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 = Landing
;             1 = Laser
;             2 = Particle
;             3 = Quantum
;
;     Category = Knowledge category
;             0 = Orders
;             1 = Units
;             2 = Improvements
;             3 = Governments
;             4 = Theories
;
@CIVILIZE
Assault Squads,     3,-2,  E2,  Cmb, 3, 1    ; AFl
Freight,            4, 2,  Mat, nil, 0, 1    ; Alp
Base Security,      4,-1,  E2,  Cmb, 3, 1    ; Amp
Laser Fighters,     4,-1,  Inv, Iro, 1, 1    ; Ast
Probe Teams,        2,-1,  E2,  Cer, 3, 1    ; Ato
Quantum Theory,     8, 0,  Ind, Wri, 3, 4    ; Aut
Laser Scouts,       6,-1,  Inv, Bro, 1, 1    ; Ban
Bridge Building,    4, 0,  Mys, nil, 0, 0    ; Bri
Scouts,             4, 1,  nil, nil, 0, 1    ; Bro
Spies,              4, 2,  Mys, Pot, 0, 1    ; Cer
Speeders,           4,-2,  Inv, Feu, 1, 1    ; Che
Laser Batteries,    6,-2,  Inv, Hor, 1, 1    ; Chi
Infantry,           6,-1,  Pot, nil, 0, 1    ; CoL
Hovertanks,         8,-1,  E2,  Cor, 3, 1    ; CA
Impact Sqauds,      7,-1,  Ind, Gun, 2, 1    ; Cmb
Grafter's Guild,    6, 0,  Ind, Mon, 2, 3    ; Cmn
Quantum Guns,       5,-2,  E2,  Fli, 3, 1    ; Cmp
Hovertrucks,        4, 0,  Ind, Tra, 2, 1    ; Csc
Defense Complex,    4,-1,  Inv, Pot, 1, 0    ; Cst
Impact Skimmers,    6,-1,  Ind, Che, 2, 1    ; Cor
Sentinels,          4,-1,  CoL, Pot, 0, 1    ; Cur
Quantum Collective, 5, 1,  E2,  Rep, 3, 3    ; Dem
Cybernetic Infantry,3,-2,  Ind, Cmn, 2, 1    ; Eco
Terraformers,       5, 0,  Ind, Exp, 2, 1    ; E1
Adv. Quantum Theory,8, 0,  Aut, Ind, 3, 4    ; E2
Mechanized Infantry,4,-1,  CoL, Pot, 0, 1    ; Eng
Quantum Bombers,    3,-2,  E2,  X1,  3, 1    ; Env
Quantum Torpedoes,  6,-2,  E2,  U2,  3, 1    ; Esp
Terraforming,       5, 0,  Ind, ToG, 2, 0    ; Exp
Rovers,             4,-1,  Eng, Pot, 0, 1    ; Feu
Impact Cannons,     4,-2,  Ind, Chi, 2, 1    ; Fli
Quant. Congregation,3,-2,  E2,  Cmn, 3, 3    ; Fun
Unused Tech A,      0, 0,  no,  no,  0, 0    ; FP
Carriers,           4,-1,  E2,  Rad, 3, 1    ; Gen
Unused Tech B,      0, 0,  no,  no,  0, 0    ; Gue
Laser Squads,       8,-2,  Inv, CoL, 1, 1    ; Gun
Field Guns,         4,-1,  Pot, nil, 0, 1    ; Hor
Particle Theory,    8, 0,  Inv, Nav, 2, 4    ; Ind
Adv. Mol. Theory,   8, 0,  Phi, PT,  1, 4    ; Inv
Stealth Fighters,   4,-1,  Mys, Pot, 0, 1    ; Iro
Quantum Generators, 5,-2,  E2,  Tac, 3, 2    ; Lab
Quantum Inducers,   4, 1,  E2,  Lab, 3, 2    ; Las
Skimmer Foils,      4,-1,  Inv, Lit, 1, 1    ; Ldr
Gunboats,           6,-1,  Mys, Pot, 0, 1    ; Lit
Impact Bombers,     4,-2,  Ind, Ast, 2, 1    ; Too
Skimships,          4,-1,  Inv, Lit, 1, 1    ; Mag
Recycling Centers,  4, 1,  nil, nil, 0, 2    ; Map
Recreation Centers, 5, 0,  nil, nil, 0, 2    ; Mas
Quant. Transporters,5,-1,  E2,  Too, 3, 2    ; MP
Shopping Centers,   4, 1,  nil, nil, 0, 2    ; Mat
Assembly Complex,   6, 0,  Inv, Mys, 1, 2    ; Med
Economic Complex,   4, 1,  Inv, Mat, 1, 2    ; Met
Quantum Recyclers,  5, 0,  E2,  Sup, 3, 2    ; Min
Quantum Replicators,3, 1,  E2,  U3,  3, 2    ; Mob
Central Command,    5, 1,  Inv, Pot, 1, 3    ; Mon
Entertainment Cmplx,4, 1,  Inv, Mas, 1, 2    ; MT
Research Centers,   5, 2,  nil, nil, 0, 2    ; Mys
Education Complex,  5, 1,  Inv, Mys, 1, 2    ; Nav
Quantum Suppliers,  6,-1,  E2,  SFl, 3, 2    ; NF
Unused Tech C,      0, 0,  no,  no,  0, 0    ; NP
Molecular Theory,   8, 0,  Mys, PT,  1, 4    ; Phi
Habitation Complex, 4, 0,  Inv, Map, 1, 2    ; Phy
Starship Structural,4, 1,  E2,  Roc, 3, 2    ; Pla
Unused Tech D,      0, 0,  no,  no,  0, 0    ; Plu 
Legal Centers,      4, 1,  nil, nil, 0, 2    ; PT
Training Centers,   4,-1,  nil, nil, 0, 2    ; Pot
Airbases,           5,-1,  E2,  MP,  3, 0    ; Rad
Pl. Transit System, 6, 0,  Ind, ToG, 2, 0    ; RR
Starship Component, 4, 1,  E2,  Pla, 3, 2    ; Rec
Destroyers,         4,-1,  Ind, Ldr, 2, 1    ; Ref
Soil Converters,    3, 1,  E2,  Sth, 3, 0    ; Rfg
Free Market,        5, 1,  Inv, Mat, 1, 3    ; Rep
Starship Module,    4, 1,  E2,  Rec, 3, 2    ; Rob
Pl. Starship Dock,  4, 1,  E2,  Rad, 3, 2    ; Roc
Cloakships,         5,-1,  Ind, Ref, 2, 1    ; San
Seafarer's Guild,   3,-2,  Ind, The, 2, 2    ; Sea
Moneylender's Guild,4, 0,  Ind, Met, 2, 2    ; SFl
Builder's Guild,    4, 2,  Ind, Phy, 2, 2    ; Sth
Transports,         6, 0,  Ind, Mag, 2, 1    ; SE
Defender's Guild,   6,-2,  Ind, Cst, 2, 2    ; Stl
Cleaner's Guild,    2, 1,  Ind, Sth, 2, 2    ; Sup
Generator's Guild,  4, 0,  Ind, Med, 2, 2    ; Tac
Maritime Complex,   4, 1,  Inv, Lit, 1, 2    ; The
Pl. Upgrade Team,   6, 0,  Inv, Nav, 1, 2    ; ToG
Trader's Guild,     4, 1,  Ind, Met, 2, 2    ; Tra
Planetary Embassy,  4, 2,  Inv, Nav, 1, 2    ; Uni
Guardian's Guild,   6, 0,  Ind, Cst, 2, 2    ; War
Savior's Guild,     5, 1,  Ind, MT,  2, 2    ; Whe
Seeker's Guild,     4, 1,  Ind, Nav, 2, 2    ; Wri
Future Technology,  1, 0,  E2,  Rob, 3, 4    ; ...
Cruisers,           6,-2,  E2,  Ref, 3, 1    ; U1
Quantum Batteries,  6,-2,  E2,  Env, 3, 2    ; U2
Quantum Collectors, 4, 1,  E2,  Sth, 3, 2    ; U3
Quantum Fighters,   3,-2,  E2,  Rad, 3, 1    ; 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,
Command Center,           10, 0,    nil,
Training Center,          4,  1,    Pot,
Recycling Center,         6,  1,    Map,
Recreation Center,        4,  1,    Mas,
Shopping Center,          8,  1,    Mat,
Research Center,          8,  1,    Mys,
Legal Center,             8,  1,    PT,
Defense Complex,          8,  0,    Cst,
Habitation Complex,       8,  2,    Phy,
Economic Complex,         12, 3,    Met,
Savior's Guild,           12, 3,    Whe,
Education Complex,        16, 3,    Nav,
Quantum Recycler,         16, 4,    Min,
Entertainment Complex,    10, 4,    MT,
Assembly Complex,         20, 4,    Med,
Quantum Generator,        32, 6,    Lab,
Unused Improvement A,     20, 4,    no,
Cleaner's Guild,          20, 2,    Sup,
Generator's Guild,        16, 4,    Tac,
Quantum Inducer,          24, 4,    Las,
Unused Improvement B,     16, 2,    no,
Trader's Guild,           16, 4,    Tra,
Builder's Guild,          12, 2,    Sth,
Quantum Replicator,        8, 3,    Mob,
Quantum Supplier,         20, 5,    NF,
Seeker's Guild,           16, 3,    Wri,
Quantum Battery,          10, 2,    U2,
Defender's Guild,          8, 1,    Stl,
Unused Improvement C,     32, 4,    no,
Maritime Complex,         6,  1,    The,
Quantum Collector,        16, 3,    U3,
Quantum Transporter,      16, 3,    MP,
Guardian's Guild,         6,  2,    War,
Seafarer's Guild,         8,  3,    Sea,
Starship Structural,      8,  0,    Pla,
Starship Component,       16, 0,    Rec,
Starship Module,          32, 0,    Rob,
Moneylender's Guild,      60, 0,    SFl,
Planet. Recycling Center, 20, 0,    Map,
Pl. Entertainment Complex,20, 0,    MT,
Planetary Shopping Center,20, 0,    Mat,
Planet. Seafarer’s Guild, 20, 0,    Sea,
Planetary Research Center,30, 0,    Mys,
Planet. Recreation Center,30, 0,    Mas,
Planetary Defense Complex,30, 0,    Cst,
Planetary Training Center,30, 0,    Pot,
Unused Wonder A,          20, 0,    no,
Planetary Embassy,        20, 0,    Uni,
Planetary Savior’s Guild, 40, 0,    Whe,
Unused Wonder B,          30, 0,    no,
Unused Wonder C,          40, 0,    no,
Unused Wonder D,          30, 0,    no,
Planetary Upgrade Team,   40, 0,    ToG,
Unused Wonder E,          40, 0,    no,
Unused Wonder F,          40, 0,    no,
Planetary Trader’s Guild, 40, 0,    Tra,
Unused Wonder G,          40, 0,    no,
Unused Wonder H,          40, 0,    no,
Unused Wonder I,          30, 0,    no,
Planet. Guardian’s Guild, 60, 0,    War,
Planetary Quantum Inducer,60, 0,    Las,
Unused Wonder J,          60, 0,    no,
Unused Wonder K,          60, 0,    no,
Planetary Starship Dock,  60, 0,    Roc,
Planetary Seeker’s Guild, 60, 0,    Wri,
Unused Wonder L,          60, 0,    no,

;
; Expiration advancements for Planetary Projects
;
@ENDWONDER
nil,        ; Planet. Recycling Center
Whe,        ; Pl. Entertainment Complex
Tra,        ; Planetary Shopping Center
nil,        ; Planet. Seafarer’s Guild
Wri,        ; Planetary Research Center
MT,         ; Planet. Recreation Center
nil,        ; Planetary Defense Complex
nil,        ; Planetary Training Center
nil,        ; Unused Wonder A         
nil,        ; Planetary Embassy       
nil,        ; Planetary Savior’s Guild
nil,        ; Unused Wonder B
nil,        ; Unused Wonder C
nil,        ; Unused Wonder D
nil,        ; Planetary Upgrade Team
nil,        ; Unused Wonder E
nil,        ; Unused Wonder F
nil,        ; Planetary Trader’s Guild
nil,        ; Unused Wonder G
nil,        ; Unused Wonder H
nil,        ; Unused Wonder I
nil,        ; Planet. Guardian’s Guild
nil,        ; Planetary Quantum Inducer
nil,        ; Unused Wonder J
nil,        ; Unused Wonder K
nil,        ; Planetary Starship Dock
nil,        ; Planetary Seeker’s Guild
nil,        ; Unused Wonder L



;
;    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 = Cloakship advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (gunboat)
;   000000001000000 = Negates city walls (quantum gun)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops (N/A)
;   000001000000000 = Scout (treats all squares as road)
;   000010000000000 = x2 on defense versus vehicles (sentinels)
;   000100000000000 = Free support for Quantum Congregation (cyborg inf.)
;   001000000000000 = Destroyed after attacking (torpedoes)
;   010000000000000 = x2 on defense versus air (cruiser)
;   100000000000000 = Unit can spot cloakships
;
;
@UNITS
Engineers,    E1,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Terraformers, nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, E1,  000000000000000
Marines,      Gun, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Infantry,     Cur, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, CoL, 000000000000000
Unused Unit A,no,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, no,  000000000000000
Unused Unit B,no,  0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, no,  000000000000000
Sentinels,    Gun, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Cur, 000010000000000
Laser Squad,  Cmb, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Cyborg Inf.,  nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Eco, 000100000000000
Unused Unit C,nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010
Laser Scout,  Cmb, 0,  1.,0,  3a,2d,  2h,1f,  5,0,  1, Ban, 000001000000000
Impact Squad, Amp, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Cmb, 000000000000000
Assault Squad,nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, AFl, 000000000000100
Unused Unit D,nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000
Base Security,nil, 0,  1.,0,  6a,6d,  3h,1f,  5,0,  1, Amp, 000000000000000
Mech. Inf.,   Feu, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Eng, 000000000000000
Rover,        Che, 0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Feu, 000000000000000
Unused Unit E,no,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Unused Unit F,nil, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Speeder,      Cor, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Che, 000000000000000
Unused Unit G,nil, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Imp. Skimmer, CA,  0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Cor, 000000000000000
Hovertank,    nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, CA,  000000000000000
Field Gun,    Chi, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Hor, 000000000000000
Laser Battery,Fli, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Chi, 000000000000000
Impact Cannon,Cmp, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Fli, 000000000000000
Quantum Gun,  nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Cmp, 000000001000000
Laser Fighter,X1,  1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Ast, 000000000010001
Impact Bomber,Env, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, Too, 000000000000001
Unused Unit H,nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Quantum Ftr., nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, X1,  000000000010001
Quantum Bmbr.,nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Env, 000000000000001
Gunboat,      Ldr, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Lit, 000000000100000
Unused Unit I,nil, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Skimship,     SE,  2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Skimmer Foil, Ref, 2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Ldr, 000000000000000
Unused Unit J,nil, 2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Unused Unit K,nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Destroyer,    U1,  2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, Ref, 100000000000001
Cruiser,      nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, U1,  110000000000001
Unused Unit L,nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Cloakship,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, San, 000000000001001
Carrier,      nil, 2,  5.,0,  0a,9d,  4h,2f, 16,0,  2, Gen, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, SE,  000000000000000
Quantum Tpdo.,nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Esp, 001000000000000
Unused Unit M,nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Spy,          Ato, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Cer, 000000000000010
Probe Team,   nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Ato, 000000000000011
Frieght,      Csc, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Alp, 000000000000010
Hovertruck,   nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Csc, 000000000000010
Scout,        Ban, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Bro, 000001000000010
Extra Land,   nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Stlth. Ftr.,  Ast, 1,  5.,1,  1a,1d,  2h,2f,  4,0,  3, Iro, 000000000010001
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  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 Central Command
;        3 Grafter's Guild
;        4 Quantum Congregation
;        5 Free Market
;        6 Quantum Collective
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Crevasse,   2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Nutritents, 1,2,  3,0,0,
Minerals,   1,2,  0,3,0,
Grassland,  1,2,  2,1,0,
Large Crater,2,3,  0,0,0,
Minerals,   2,4,  0,3,0,
Gold,       3,6,  0,0,6,
Nutrients,  1,2,  3,0,0,
Nutrients,  2,2,  3,0,0,
Minerals,   2,3,  0,3,0,
Sentient Pool,2,3,  0,0,3,
Kelp,       1,2,  3,0,0,
Minerals,   1,2,  0,3,0,
Nutrients,  1,2,  3,0,0,
Grassland,  1,2,  2,1,0,
Small Crater,2,3,  0,0,0,
Gold,       2,4,  0,0,6,
Minerals,   3,6,  0,3,0,
Sentient Pool,1,2,  0,0,3,
Minerals,   2,2,  0,3,0,
Sentient Pool,2,3,  0,0,3,
Nutrients,  2,3,  3,0,0,
Geothermal, 1,2,  0,3,0,



@GOVERNMENTS
Anarchy,        Colonist,    Colonist
Despotism,      Commander,   Commander
Monarchy,       Governor,    Governor
Communism,      Guildmaster, Guildmaster
Fundamentalism, 1st Speaker, 1st Speaker
Republic,       CFO,         CFO
Democracy,      1st Citizen, 1st 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
Jin Li,       Sung Koe,            0, 1, 0, Mercurites,  Mercurite,   0,  1,  1,
Ruslan Pawlik,Valentina Deak,      0, 2, 1, Venuvians,   Venuivian,  -1, -1,  1,
Karanjit Teja,Smita Khalsa,        0, 3, 2, Terrans,     Terran,      1, -1,  1,
Matheus Witte,Geesjen van Rossum,  1, 4, 3, Lunites,     Lunite,      0,  0,  1,
Mimo Salatino,Maria Pepe,          0, 5, 0, Martians,    Martian,    -1,  0,  1,
Jean Bolduc,  Marie-Claude Ouimet, 1, 6, 1, Europans,    Europan,     0,  1, -1,
Steven Nagle, Connie Skanes,       0, 7, 2, Plutonians,  Plutonian,  -1, -1,  0,
Tai Aoki,     Hoanh Tang,          1, 1, 3, Junites,     Junite,      1,  0, -1,
Nicoli Bilski,Olga Chickowski,     0, 2, 0, Ceresians,   Ceresian,    1,  0,  0,
Ruban Singh,  Kamaljit Kandasamy,  0, 3, 3, Eunomians,   Eunomian,    1,  1,  1,
Jan Hoekstra, Hendrika Dejonge,    0, 4, 0, Laetitians,  Laetitian,   0, -1,  1,
Gino Santoni, Angelina Ottaviano,  0, 5, 2, Vestans,     Vestan,      0,  0,  1,
Jean Durand,  Yvette Poissant,     1, 6, 3, Pallasites,  Pallasite,   0,  1,  0,
James McKay,  Catherine Sterling,  0, 7, 0, Erosians,    Erosian,     1,  1, -1,
Tsutomu Seto, Keiko Ta,            1, 1, 0, Enckesians,  Enckesian,  -1,  1,  0,
Yuri Kerimov, Helena Shydetschek,  0, 2, 2, Halleyites,  Halleyite,   1, -1, -1,
Mahesh Budwal,Jaspal Ragunathan,   1, 3, 3, Tempelans,   Tempelan,    1,  1,  0,
Dirk Muijs,   Jaana Griffeon,      1, 4, 3, Holmesians,  Holmesian,  -1,  1, -1,
Lino Cresta,  Rosa Costa,          0, 5, 0, Kohouteks,   Kohoutek,    0, -1,  0,
Marc Lavigne, Rene Lavasseur,      0, 6, 1, Fayans,      Fayan,       0,  0, -1,
Robert Jones, Robin Smith,         0, 7, 0, Ikeya-Seki,  Ikeya-Seki,  0,  0,  0,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4,
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Radium,
Actinium,
Throium,
Protactin,
Uranium,
Neptunium,
Plutonium,
Americium,
Curium,
Berkelium,
Californi,
Einsteini,
Fermium,
Mendelevi,
Nobelium,
Lawrenciu,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Defense Cmplx,F
Build Road,         R
Build Farm,         I
Build Mine,         m
Terraform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Colonist
Councilor
Superintedant
Governor
Minister
First Citizen

@ATTITUDES
Magnanimous
Solicitous
Cooperative
Noncommittal
Ambivalent
Obstinate
Quarrelsome
Belligerent
Seething













