;
;   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
5       ; 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.
90      ; 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)
1       ; 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
Advanced Flight,    4,-2,  Rad, Too, 3, 0    ; AFl
Alphabet,           5, 1,  U1,  nil, 3, 3    ; Alp
Orbital Assaults,   3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 3, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 3, 3    ; Ato
Magnopulse Drive,   6,-1,  E1,  Stl, 3, 0    ; Aut
Banking,            4, 1,  Tra, Rep, 3, 1    ; Ban
De-Ionization,      4, 0,  Iro, Cst, 3, 4    ; Bri
Bronze Working,     6,-1,  U1,  nil, 3, 4    ; Bro
Ceremonial Burial,  5, 0,  U1,  nil, 3, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 3, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 3, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 3, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA
Cloaking Device,    5,-1,  E1,  Exp, 3, 0    ; Cmb
Communism,          5, 0,  Phi, Ind, 0, 4    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 3, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 3, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 3, 1    ; Cor
Currency,           4, 1,  Bro, nil, 3, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 0, 4    ; Dem
Economics,          4, 1,  Uni, Ban, 3, 1    ; Eco
Electropulse Drive, 4, 0,  Met, Mag, 3, 0    ; E1
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 3, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 3, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 3, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 3, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 0, 4    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP
Galactic Comlink,   3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 3, 0    ; Gun
Horseback Riding,   4,-1,  U1,  nil, 3, 0    ; Hor
Transport Vessels,  6, 0,  RR,  Ban, 3, 4    ; Ind
Invention,          6, 0,  Eng, Lit, 3, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 3, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 0    ; Las
Leadership,         5,-1,  Chi, Gun, 3, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 3, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 3, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 3, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 3, 1    ; Map
Planetary Shields,  4, 1,  U1,  nil, 3, 0    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP
Mathematics,        4,-1,  Alp, Mas, 3, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 3, 2    ; Med
Orbital Minefield,  6,-2,  Gun, Uni, 3, 0    ; Met
Asteroid Mining,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 4    ; Mon
Monotheism,         5, 1,  Phi, PT,  3, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 3, 2    ; Mys
Star Navigation,    6,-1,  Sea, Ast, 3, 1    ; Nav
Subatomic Weapons,  6,-2,  FP,  NF,  3, 0    ; NF
Nuclear Power,      3, 0,  MP,  E2,  3, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 3, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 3, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  Cst, Pot, 3, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  Cer, Hor, 3, 2    ; PT
Pottery,            4, 1,  U1,  nil, 3, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Electronic Credit,  6, 0,  SE,  Bri, 3, 1    ; RR
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 3, 4    ; Ref
Suncatchers,        3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 4    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Hyperpulse Drive,   6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 3, 1    ; San
Orbital Biodomes,   4, 1,  Map, Pot, 3, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Star Fighters,      3,-2,  Sup, Rob, 3, 0    ; Sth
Diplomacy,          4,-1,  Phy, Inv, 3, 3    ; SE
Steel,              4,-1,  E1,  Ind, 3, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 3, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 3, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 3, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 3, 1    ; Tra
University,         5, 1,  Mat, Phi, 3, 3    ; Uni
Warrior Code,       4,-1,  U1,  nil, 3, 0    ; War
The Wheel,          4,-1,  Hor, nil, 3, 4    ; Whe
Writing,            4, 2,  Alp, nil, 3, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
Human Tech,         1, 0,  no,  no,  0, 1    ; U1
Chelonian Tech,     1, 0,  no,  no,  0, 0    ; U2
Alien Tech,         1, 0,  no,  no,  0, 2    ; U3
Clemmys Shields,    3, 0,  U2,  nil, 0, 0    ; X1
Constrictors,       3, 0,  X1,  nil, 0, 0    ; X2
Pythons,            3, 0,  X2,  nil, 0, 0    ; X3
Whiptails,          3, 0,  X1,  X3,  0, 0    ; X4
Viperids,           3, 0,  X2,  X4,  0, 0    ; X5
Boas,               3, 0,  X2,  X5,  0, 0    ; X6
Sidewinders,        3, 0,  X3,  X6,  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,
Government,               10, 0,    CoL,
Barracks,                  4, 1,    War,
Food Replicator,           6, 1,    Pot,
Nature Preserve,           4, 1,    Cer,
Currency Exchange,         8, 1,    Cur,
Internet,                  8, 1,    Wri,
Courthouse,                8, 1,    CoL,
Planetary Shields,         8, 0,    Mas,
Plumbing,                  8, 2,    Cst,
Banking Network,          12, 3,    Ban,
Hospital,                 12, 3,    Med, 
University,               16, 3,    Uni,
Monorail,                 16, 4,    MP, 
Recreation Center,        10, 4,    Cst,
Assembly Plant,           20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Wind Power,               16, 4,    Ref,
Nuclear Power,            24, 4,    NP, 
Pulsewave Power,          16, 2,    Sup, 
Electronic Currency,      16, 4,    Eco,
Sewer System,             12, 2,    San,
Suncatchers,               8, 3,    Rfg,
Transit Tubes,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
Laser Defense,            10, 2,    Roc,
Orbital Minefield,         8, 1,    Met,
Solar Power,              32, 4,    Env,
Orbital Biodomes,          6, 1,    Sea,
Asteroid Mines,            6, 3,    Min,
Spaceport,                16, 3,    Rad,
Security Station,          6, 2,    Cmn,
Spacedock,                 8, 3,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Replicator Network,       20, 0,    U2,
Hanging Gardens,          20, 0,    Pot,
Trade Center,             20, 0,    nil,
Shipyards,                20, 0,    nil,
Great Library,            30, 0,    no, 
Prophet,                  30, 0,    Mys,
Shield Matrix,            30, 0,    U2, 
Training Network,         30, 0,    U2,
Asteroid Mining Colony,   30, 0,    nil,
Marco Polo's Embassy,     20, 0,    no, 
Entertainment Network,    40, 0,    U2, 
Observatory,              30, 0,    nil,
Pulsewave Drive,          40, 0,    Nav,
Vacation Resort,          30, 0,    Med,
Cloning Facility,         40, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    no, 
Astrophysics College,     40, 0,    ToG,
Privatization,            40, 0,    Eco,
Interstellar Voyage,      40, 0,    Nav, 
Statue of Liberty,        40, 0,    no, 
Diplomatic Corps,         30, 0,    SE, 
Security Network,         60, 0,    U2,
Power Matrix,             60, 0,    U2,
Apocalypse Project,       60, 0,    NF, 
United Nations,           60, 0,    no, 
Long Range Sensors,       60, 0,    no, 
Research Network,         60, 0,    U2,
Entertainment Satelite,   60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Storage Silos
nil,        ; Hanging Gardens
nil,        ; Trade Center
nil,        ; Shipyards
U3,         ; Great Library
nil,        ; Prophet
nil,        ; Great Wall
nil,        ; War Academy
nil,        ; Asteroid Mining Colony
U3,         ; Marco Polo's Embassy
nil,        ; Entertainment Network
nil,        ; Observatory
nil,        ; Pulsewave Drive
nil,        ; Vacation Resort
nil,        ; Cloning Facility
nil,        ; J. S. Bach's Cathedral
nil,        ; Astrophysics College
nil,        ; Government Subsidies
nil,        ; Interstellar Voyage
nil,        ; Statue of Liberty
nil,        ; Diplomatic Corps
nil,        ; Galactic Security
nil,        ; Generator
nil,        ; Armaggeddon Project
U3,         ; United Nations
nil,        ; Long Range Sensors
nil,        ; Research Center
nil,        ; Entertainment Satelite


;
;    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
Boid,         U1,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, U2,  000000000000010
Engineer,     U2,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, U1,  000000000000010
Colubrid,     U1,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, U2,  000000000000000
Viperid,      U1,  0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, X5,  000000000000100
Hylan,        U1,  0,  1.,0,  5a,4d,  2h,1f,  2,0,  1, U3,  000000000000000
Ranan,        U1,  0,  1.,0,  5a,4d,  2h,1f,  2,0,  1, U3,  000000000000000
Wehrlei,      U1,  0,  1.,0,  5a,4d,  2h,1f,  2,0,  1, U3,  000000000000000
Gila,         U1,  0,  1.,0,  5a,4d,  2h,1f,  2,0,  1, U3,  000000000000000
Mercenaries,  U1,  0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Freedom Ftrs.,U1,  0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010
Iguanid,      U1,  0,  1.,0,  5a,4d,  2h,1f,  2,0,  1, U3,  000000000000000
Elite Guard,  U2,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, U1,  000000000000000
Combat Marine,U2,  0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Gonatode,     U1,  0,  1.,0,  5a,4d,  2h,1f,  2,0,  1, U3,  000000000000000
Anguillans,   U1,  0,  1.,0,  5a,4d,  2h,1f,  2,0,  1, U3,  000000000000000
Horsemen,     U1,  0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, no,  000000000000000
Chariot,      U1,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Elephant,     U1,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Crusaders,    U1,  0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Knights,      U1,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Dragoons,     U1,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Cavalry,      U1,  0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000000
Armor,        U1,  0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
Catapult,     U1,  0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Cannon,       U1,  0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Artillery,    U1,  0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Howitzer,     U1,  0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Sidewinder,   U1,  1, 10.,1,  4a,2d,  2h,2f,  6,0,  3, X7,  000000000010001
Bomber,       U1,  1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   U1,  1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Star Fighter, U2,  1, 10.,1,  4a,2d,  2h,2f,  6,0,  3, Sth, 000000000010001
Stlth Bmbr.,  U1,  1, 12.,2, 14a,3d,  2h,2f, 16,0,  0, no,  000000000000001
Constrictor,  U1,  2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, X2,  100000000000001
Whiptail,     U1,  2,  4.,0, 10a,10d, 4h,2f, 16,0,  2, X4,  000000000000001
Python,       U1,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, X3,  000000000000000
Boa,          U1,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, X6,  000000010000001
Ironclad,     U1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Destroyer,    U2,  2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, E1,  100000000000001
Transport,    U2,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Cruiser,      U2,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Aut, 010000000000001
Battleship,   U2,  2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Roc, 000000000000001
Cloakship,    U2,  2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Carrier,      U2,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
Shuttle,      U2,  2,  3.,0,  0a,1d,  1h,1f,  4,2,  4, U1,  000000000100000
Nuclear Msl,  U2,  1, 12.,1, 20a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Subatomic Msl,U2,  1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, NF,  001000000000000
Diplomat,     U1,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Spy,          U1,  0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Container,    U1,  0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, no,  000000000000010
Freight,      U2,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Explorer,     U1,  0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Wardroid,     U1,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, U3,  000000000000000
Droneship,    U1,  2,  5.,0,  8a,8d,  3h,2f, 10,2,  2, U3,  010000000000001
Extra Air,    U1,  1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Ion Cannon,   U2,  0,  0.,0,  5a,8d,  2h,1f,  4,0,  1, Las, 000000000000000
Clemmys Shld.,U1,  0,  0.,0,  5a,10d, 2h,1f,  8,0,  1, X1,  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 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  1,2,2,   yes, 2, 5, 5,   yes, 3, 5,  1,  Pln,   ; Drt
Plains,     1,2,  2,2,2,   yes, 3, 5, 1,   yes, 3, 5,  1,  Grs,   ; Pln
Terran,     1,2,  3,2,2,   yes, 4, 5, 2,   yes, 3, 5,  1,  no,    ; Grs
Forest,     2,3,  2,3,2,   yes, 3, 5, 5,   yes, 4, 5,  1,  no,    ; For
Gas Giant,  2,8,  4,4,1,   yes, 5,10, 6,   yes, 5,10,  1,  no,    ; Hil
Rocky,      3,6,  1,3,2,   yes, 2,10, 4,   yes, 4,10,  1,  For,   ; Mou
Barren,     1,2,  1,1,2,   yes, 2,10, 1,   yes, 2,10,  1,  Gla,   ; Tun
Frozen,     2,2,  2,1,2,   yes, 3,15, 4,   yes, 2,15,  1,  Swa,   ; Gla
Swamp,      2,3,  3,1,2,   yes, 4,15, 6,   yes, 2,15,  1,  Jun,   ; Swa
Jungle,     2,3,  4,1,2,   yes, 5,15, 6,   yes, 2,15,  1,  no,    ; Jun
Space,      1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Terran Moon,1,2,  3,2,2,
Barren Moon,1,2,  1,1,2,
Barren Moon,1,2,  1,1,2,
Twin Moons, 2,3,  4,3,4,
Barren Moon,2,4,  1,1,2,
Gaseous Mn.,3,6,  4,4,1,
Terran Moon,1,2,  3,2,2,
Gaseous Mn.,2,2,  4,4,1,
Barren Moon,2,3,  1,1,2,
Gaseous Mn.,2,3,  4,4,1,
Asteroids,  1,2,  1,1,1,
Barren Moon,1,2,  1,1,2,
Terran Moon,1,2,  3,2,2,
Barren Moon,1,2,  1,1,2,
Twin Moons, 2,3,  5,5,3,
Gaseous Mn.,2,4,  4,4,1,
Barren Moon,3,6,  1,1,2,
Gaseous Mn.,1,2,  4,4,1,
Barren Moon,2,2,  1,1,2,
Twin Moons, 2,3,  7,6,3,
Terran Moon,2,3,  3,2,2,
Planetoid,  1,2,  2,2,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
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
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       1,  1, -1,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,
Montezuma,    Nazca,               0, 4, 1, Aztecs,      Aztec,       0,  1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 1, Chinese,     Chinese,     1, -1, -1,
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,
Genghis Khan, Bortei,              0, 7, 1, Mongols,     Mongol,      1, -1,  0,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 1, Japanese,    Japanese,   -1, -1,  1,
Canute,       Gunnhild,            1, 3, 1, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       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
Plastics,
Silicon,
Titanium,
Oxygen,
Nitrogen,
Methane,
Hydrogen,
Ammonia,
Propane,
Reactors,
Silver,
Spice,
Gems,
Gold,
Water,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Energy Shield,F
Build Trade Center, R
Build Suncatcher,   I
Build Mining Colony,m
Terraform,          O
Clean Pollution,    p
Build Starbase,     E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













