;
;   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
2       ; 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
3       ; Communism pays support for all units past this
5       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Nothing,            4,-2,  no,  no,  0, 4    ; AFl
World Peace,        5, 1,  nil, nil, 0, 2    ; Alp
Space Flight,       3,-2,  nil, nil, 0, 4    ; Amp
Non-Klingon,        4, 1,  no,  no,  0, 3    ; Ast
Heavy Armour,       4,-1,  nil, nil, 0, 0    ; Ato
Assimilation,       6,-1,  no,  no,  0, 4    ; Aut
Hologram Technology,4, 1,  Alp, Wri, 0, 4    ; Ban
Nuclear Engines,    4, 0,  nil, nil, 0, 4    ; Bri
Astrophysics,       6,-1,  Wri, Sea, 0, 3    ; Bro
Complete Terraform, 5, 0,  San, Mys, 0, 1    ; Cer
Interstellar Trade, 5,-1,  Tra, Map, 1, 1    ; Che
Chivalry,           4,-2,  no,  no,  1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Sensors,            5,-1,  Map, Lit, 1, 0    ; CA 
Trading Companies,  5,-1,  Che, Cer, 1, 1    ; Cmb
Communism,          5, 0,  no,  no,  0, 2    ; Cmn
Star Fleet,         4, 1,  Cmb, Nav, 1, 0    ; Cmp
Disruptor,          7,-1,  Eng, Feu, 2, 0    ; Csc
Deflector Shield,   4, 0,  Wri, Ato, 0, 0    ; Cst
Warp Drives,        4, 0,  Cmp, Lit, 1, 4    ; Cor
Star Empire,        4, 1,  Cor, Gue, 2, 2    ; Cur
Democracy,          5, 1,  no,  no,  0, 2    ; Dem
Latinuum Syndicate, 4, 1,  Cur, Cmb, 2, 1    ; Eco
Hyperspace Comm.,   4, 0,  Cur, CA,  2, 4    ; E1 
Robotics,           4, 1,  no,  no,  0, 4    ; E2 
Star Fleet Academy, 4, 0,  Cmp, Cur, 2, 3    ; Eng
Life Support,       3, 1,  NF,  Rec, 3, 4    ; Env
Non-Cardassian,     2,-1,  no,  no,  0, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Linear Accelerator, 4,-1,  Uni, MP,  2, 3    ; Feu
Anti-Matter,        4,-1,  Uni, Eng, 2, 3    ; Fli
Fundamentalism,     3,-2,  no,  no,  0, 2    ; Fun
Energy Collector,   3, 0,  Mas, Env, 3, 1    ; FP 
Non-Ferengi,        3, 2,  no,  no,  0, 3    ; Gen
Phaser,             4, 1,  Cmp, Whe, 1, 0    ; Gue
Laser,              8,-2,  Cst, Lit, 0, 0    ; Gun
Five Years Missions,4,-1,  E1,  Eng, 2, 2    ; Hor
Police State,       6, 0,  no,  no,  0, 1    ; Ind
Advanced Welding,   6, 0,  nil, nil, 0, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
High Energy Focus,  4,-1,  Feu, Fli, 3, 0    ; Lab
No Way,             4, 0,  no,  no,  0, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Science Lab,        5, 2,  Bro, Ban, 0, 3    ; Lit
Stellar Cartography,4,-2,  Hor, Csc, 3, 3    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Star Trekking,      6,-1,  SFl, Sea, 0, 4    ; Map
Shock Wave Project, 5, 1,  Lab, Mat, 3, 0    ; Mas
Titanium Armour,    5, 0,  Cur, Gue, 2, 1    ; MP 
Energy Turbine,     4,-1,  Rec, The, 0, 1    ; Mat
Medicine,           3, 0,  Lit, CoL, 1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Dreadnoughts,       6, 1,  NP,  Tac, 3, 0    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Death Spores,       5, 1,  Min, Env, 3, 0    ; MT 
Amusement,          4, 0,  Ban, Gun, 0, 1    ; Mys
Sol Drives,         6,-1,  CA,  Map, 1, 4    ; Nav
Asteroid Mining,    6,-2,  NP,  Too, 3, 1    ; NF 
Dilithium Refinery, 3, 0,  Mat, Fli, 3, 1    ; NP 
Prime Directive,    6, 1,  no,  no,  0, 2    ; Phi
Galactic Diplomacy, 4,-1,  MT,  Mas, 3, 3    ; Phy
Manufacturing Forge,4, 1,  Eco, MP,  2, 1    ; Pla
Non-Romulan,        4, 0,  no,  no,  1, 4    ; Plu
Planetary Shield,   4, 0,  Phy, FP,  3, 0    ; PT 
Non-Federation,     4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          3, 1,  Fli, Pla, 3, 1    ; Rec
Non-Borg,           4, 0,  no,  no,  0, 4    ; Ref
Advanced Replicator,3, 1,  no,  no,  2, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
dddddd,             5,-2,  no,  no,  3, 0    ; Rob
Non-Small Races,    6,-2,  no,  no,  0, 0    ; Roc
Terraforming,       4, 2,  Alp, nil, 0, 1    ; San
Impulse Drives,     7, 1,  Amp, nil, 0, 4    ; Sea
Replicator,         4, 1,  nil, nil, 0, 1    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
sssss,              4, 1,  no,  no,  3, 3    ; Sup
Assault Vessels,    6,-1,  Lab, Csc, 3, 0    ; Tac
Plasma Rifle,       5, 2,  Hor, Fli, 3, 3    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Latinuum,           4, 2,  Mys, CoL, 0, 1    ; Tra
Science Council,    5, 1,  Eng, E1,  2, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
Teleporter,         4,-1,  Gun, Med, 1, 4    ; Whe
Computer Technology,6, 2,  Amp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  PT,  Lab, 3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra1,             3, 0,  no,  no,  0, 0    ; X1 
Extra2,             3, 0,  no,  no,  0, 0    ; X2 
Extra3,             3, 0,  no,  no,  0, 0    ; X3 
Extra4,             3, 0,  no,  no,  0, 0    ; X4 
Extra5,             3, 0,  no,  no,  0, 0    ; X5 
Extra6,             3, 0,  no,  no,  0, 0    ; X6 
Extra7,             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,
Senate,                   10, 0,    Alp,
Military Academy,          4, 1,    Ato,
Replicator,                6, 1,    SFl,
Holo Room,                 4, 1,    Ban,
Trade Centre,              8, 1,    Tra,
Computer Centre,           8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Shields,              8, 0,    Cst,
Terraforming,              8, 2,    San,
Trade Agency,             12, 3,    Cmb,
Casino,                   12, 3,    Mys,
Science Lab.,             16, 3,    Lit,
Air Filter System,        16, 4,    Env,
Amusement Arcade,         10, 4,    Mys,
Manufacturing Town,       20, 4,    Pla,
Dilithium Refinery,       32, 6,    NP, 
Shock Wave Defense,       20, 4,    PT, 
Recycling Center,         20, 2,    Rec,
Energy Plant,             16, 4,    Feu,
Energy Turbine,           24, 4,    Mat,
Anti-Matter Furnace,      16, 2,    Fli,
Commercial Spaceport,     16, 4,    Eco,
Environmental Control,    12, 2,    San,
Enhanced Replicator,       8, 3,    no, 
Interstellar Trade Route, 20, 5,    Too,
Kinetic Laboratory,       16, 3,    Mas,
Orbital Missiles,         10, 2,    PT, 
Photon Turret,             8, 1,    Feu,
High Energy Collector,    32, 4,    FP, 
Orbital Greenhouses,       6, 1,    Cer,
Asteroid Mining,          16, 3,    NF, 
Bomber Dockyard,          16, 3,    Mat,
Reeducation Camp,          6, 2,    Cur,
Spaceship Dockyard,        8, 3,    Pla,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Eco,
Agrarian Camp,            20, 0,    nil,
Star Trek Project,        20, 0,    nil,
Ferenginar Trade Centre,  20, 0,    nil,
Warp Experiment,          30, 0,    Map,
Tal Shiar Headquarter,    20, 0,    no, 
Holo Cinema,              30, 0,    Ban,
Interstellar Alliance,    30, 0,    Cst,
Klingon Hall of Fame,     20, 0,    nil,
Utopia Planetia,          40, 0,    MP, 
Obsidian Order,           40, 0,    E1, 
Ktarian Gambling Den,     40, 0,    Mys,
Astrophysics Academy,     40, 0,    nil,
Stellar Cartography,      60, 0,    Too,
Bajoran Jolanda Forum,    40, 0,    Cur,
Borg Assimilation,        20, 0,    nil,
Holiday Planet Risa,      40, 0,    Cer,
Daystorm Institute,       40, 0,    Uni,
Ferengi Merchants' Guild, 40, 0,    Eco,
First Contact,            40, 0,    Hor,
Imperial Senate,          20, 0,    nil,
Federation Council,       40, 0,    Eng,
Counsellor Academy,       60, 0,    Cur,
Universal Energy Source,  60, 0,    Mat,
Shock Wave Project,       60, 0,    Mas,
Vulcan Diplomats,         60, 0,    Phy,
Five Years Mission,       60, 0,    Hor,
Science Academy,          60, 0,    Mas,
Astronautic Heroes,       60, 0,    The,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Agrarian Camp
Eng,        ; Star Trek Project
Cur,        ; Ferenginar Trade Centre
Hor,        ; Warp Experiment
Cmp,        ; Tal Shiar Headquarter
E1,         ; Holo Cinema
Cmp,        ; Interstellar Alliance
Gue,        ; Klingon Hall of Fame
NF,         ; Utopia Planetia
nil,        ; Obsidian Order
Mas,        ; Ktarian Gambling Den
nil,        ; Astrophysics Academy
nil,        ; Stellar Cartography
MT,         ; Bajoran Jolanda Forum
nil,        ; Borg Assimilation
Mas,        ; Holiday Planet Risa
nil,        ; Daystorm Institute
nil,        ; Ferengi Merchants' Guild
nil,        ; First Contact
nil,        ; Imperial Senate
nil,        ; Federation Council
nil,        ; Counsellor Academy
nil,        ; Universal Energy Source
nil,        ; Shock Wave Project
nil,        ; Vulcan Diplomats
nil,        ; Five Years Mission
nil,        ; Science Academy
nil,        ; Astronautic Heroes


;
;    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
Colonists,    nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, nil, 000000000000000
Jem'Hadar,    Ast, 0,  1.,0,  1a,1d,  2h,1f,  6,0,  2, The, 000001100010100
Infantry,     nil, 0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, nil, 000000000000000
Honour Guard, Gen, 0,  1.,0, 10a,4d,  2h,1f,  6,0,  1, The, 000000000000000
Soldiers,     Plu, 0,  1.,0, 10a,4d,  2h,1f,  6,0,  1, The, 000000000000000
Aliens,       Pot, 0,  1.,0, 10a,4d,  2h,1f,  6,0,  1, The, 000000000000000
Anti-Tank,    Ref, 0,  1.,0, 10a,4d,  2h,1f,  6,0,  1, The, 000010000000000
Away Team,    Roc, 0,  1.,0, 10a,4d,  2h,1f,  6,0,  0, The, 000001100000100
Borgs,        nil, 2,  6.,0, 10a,10d, 3h,2f, 10,0,  0, no,  000100100000100
Partisans,    Cur, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, no,  000000000000010
Elite Forces, Csc, 0,  1.,0,  1a,3d,  2h,1f,  3,0,  1, Cur, 000000000000000
Space Marines,Min, 0,  1.,0,  2a,4d,  2h,1f,  4,6,  1, Csc, 000000000000000
Mech Guardian,nil, 0,  2.,0,  4a,5d,  2h,1f,  5,0,  1, Min, 000000000000000
Adv. Away Team,The, 0,  1.,0,  6a,2d,  2h,1f,  4,0,  0, Gue, 000001100000100
Mech Tank,    nil, 0,  1.,0, 10a,1d,  1h,1f,  5,0,  0, Feu, 000000000000000
Mech. Infantry,Cur, 0,  1.,0,  2a,1d,  1h,1f,  5,0,  0, nil, 000000000000000
Tank,         Gue, 0,  2.,0,  3a,1d,  2h,1f,  3,0,  0, Ato, 000000000000000
Rocket Launcher,Cmb, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  0, no, 000000000000000
Battle Tank,  nil, 2,  4.,0,  0a,4d,  3h,2f,  5,8,  0, Cmb, 000000000000000
Hover Tank,   Ast, 2,  6.,0,  4a,4d,  2h,1f,  5,0,  0, Cmp, 000000000000000
Mech Warrior, Esp, 2,  6.,0,  4a,4d,  2h,1f,  5,0,  0, Cmp, 000000000000000
Howitzer,     Gen, 2,  6.,0,  4a,4d,  2h,1f,  5,0,  0, Cmp, 000000000000000
Linear Accelerator,Plu, 2,  6.,0,  4a,4d,  2h,1f,  5,0,  2, Cmp, 000000000000000
Gauss Howitzer,Pot, 2,  6.,0,  4a,4d,  2h,1f,  5,0,  0, Cmp, 000000001000000
Transporter,  Ref, 2,  6.,0,  4a,4d,  2h,1f,  5,0,  4, Cmp, 000000000000000
Klingon Scout,Roc, 2,  6.,0,  4a,4d,  2h,1f,  5,0,  2, Cmp, 000000000000000
Cardassian Scout,Ast, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, MP,  000000000000000
Ferengi Scout,Esp, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, MP,  000000000000000
Romulan Scout,Gen, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, MP,  100000000001000
Federation Scout,Plu, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, MP,  000000000000000
Borg Scout,   Pot, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, MP,  000000000000000
Klingon Destroyer,Ref, 2,  5.,1,  8a,8d,  3h,2f, 10,0,  2, MP,  000000000000000
Space Shuttle, MP, 2,  4.,0,  6a,6d,  2h,1f,  6,1,  2, Amp,  000000000100000
Stellar Ship, Roc, 2,  5.,2,  8a,8d,  3h,2f, 10,0,  4, MP,  000000000000000
Cardassian Destroyer,Ast, 2,  4.,0, 12a,12d, 4h,2f, 15,0,  2, Min, 100000000000001
Explorer,     Esp, 2,  4.,0, 12a,12d, 4h,2f, 15,0,  4, Min, 000000000000000
Ferengi Destroyer,Gen, 2,  4.,0, 12a,12d, 4h,2f, 15,0,  2, Min, 100000000000001
Romulan Destroyer,Plu, 2,  4.,0, 12a,12d, 4h,2f, 15,0,  2, Min, 100000000001001
Federation Destroyer,Pot, 2,  4.,0, 12a,12d, 4h,2f, 15,0,  2, Min, 100000000000001
Borg Destroyer,Ref, 2,  4.,0, 12a,12d, 4h,2f, 15,1,  2, Min, 100000000000001
Dreadnought,  Roc, 2,  4.,4, 12a,12d, 4h,2f, 15,0,  2, Min, 000000000000001
Galor Class,  Ast, 2,  4.,0,  1a,10d, 4h,2f, 15,5,  2, Env, 000000000000001
Marauder,     Esp, 2,  4.,0,  1a,10d, 4h,2f, 15,5,  2, Env, 000000000000001
Warbird,      nil, 0,  1.,0,  0a,0d,  1h,1f,  5,0,  2, Che, 100000000001001
Galaxy Class, Gen, 2,  4.,0,  1a,10d, 4h,2f, 15,5,  2, Env, 000000000000001
Borg Assimilator II,Plu, 2,  4.,0,  1a,10d, 4h,2f, 15,5,  2, Env, 000000000000001
Borg Cubus,   Pot, 2,  4.,0,  0a,10d, 4h,2f, 15,5,  2, Env, 000000000000001
Diplomat,     Ref, 2,  4.,0, 30a,10d, 4h,2f, 15,5,  6, Env, 000000000000011
Klingon Station,nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  2, Map, 000000010000001
Cardassian Station,Roc, 2,  4.,0,  0a,10d, 4h,2f, 15,5,  2, Env, 000000010000001
Ferengi Station,Ref, 2,  4.,0, 16a,16d, 4h,3f, 30,0,  2, FP,  000000010000001
Romulan Station,Ast, 1, 10.,2,  8a,3d,  2h,2f, 10,0,  2, MT,  000000010000001
Federation Station,Esp, 1, 10.,2,  8a,3d,  2h,2f, 10,2,  2, MT,  000000010000001
Borg Station, Gen, 1, 10.,2,  8a,3d,  2h,2f, 10,3,  2, MT,  000000010000001
League Scout, Plu, 1, 10.,2,  8a,3d,  2h,2f, 10,4,  2, MT,  000000000000000
Attack Vessel,Pot, 1, 10.,2,  8a,3d,  2h,2f, 10,2,  3, MT,  000000000010001
Planetary Bomber,Ref, 1, 10.,2,  8a,3d,  2h,2f, 10,0,  0, MT,  000000000000001
Photon Torpedo,Roc, 1, 10.,2,  8a,3d,  2h,2f, 10,0,  0, MT,  001000000000000
Genesis Project,nil, 1, 10.,1,  8a,4d,  2h,2f,  6,0,  0, Tac, 001000000000000
Calamarain,   Cmp, 2,  4.,0,  2a,1d,  1h,1f,  4,0,  2, Map, 000000000000001
Space Crystal,nil, 1, 12.,2, 20a,0d,  1h,3f,  5,0,  2, Lab, 000000000000001
Cargo,        nil, 1, 16.,1, 99a,0d,  1h,1f, 15,0,  7, Mas, 000000000000010

;
; 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
Plains,     1,2,  1,1,0,   yes, 1, 7, 3,   no,  0, 0,  0,  no,    ; Drt
Forest,     2,3,  2,1,0,   yes, 1, 7, 3,   no,  0, 0,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 7, 3,   no,  0, 0,  0,  no,    ; Grs
Mountains,  3,4,  1,0,0,   no,  1, 0, 0,   yes, 1,10,  3,  no,    ; For
Jungle,     1,2,  2,1,0,   yes, 1, 7, 3,   no,  0, 0,  0,  no,    ; Hil
Desert,     1,2,  1,1,0,   yes, 1, 7, 3,   no,  0, 0,  0,  no,    ; Mou
Jungle,     1,2,  2,1,0,   yes, 1, 7, 3,   no,  0, 0,  0,  no,    ; Tun
Asteroid Belt,1,2,  0,1,0,   no,  0, 0, 0,   yes, 2,10,  0,  no,    ; Gla
Ocean,      1,2,  3,0,0,   no,  1, 7, 3,   no,  0, 0,  0,  no,    ; Swa
Void,       1,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Jun
Void,       1,2,  0,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Wood,       1,2,  1,2,0,
Mammals,    1,2,  2,1,0,
City,       1,2,  2,1,1,
Metal,      1,2,  0,3,0,
Titanium,   1,2,  0,3,1,
Titanium,   1,2,  0,3,1,
Titanium,   1,2,  0,3,1,
Debris,     1,2,  0,1,0,
Fish,       1,2,  2,0,1,
Minor City, 1,2,  1,1,1,
Satellite,  1,2,  0,0,5,
Wood,       1,2,  1,2,0,
Wood,       1,2,  1,2,0,
City,       1,2,  2,1,1,
Metal,      1,2,  0,3,0,
Titanium,   1,2,  0,3,1,
Titanium,   1,2,  0,3,1,
Titanium,   1,2,  0,3,1,
Atmosphere, 1,2,  2,1,1,
Whale,      1,2,  2,1,1,
Minor City, 1,2,  1,1,1,
Dilithium Moon,1,2,  0,4,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Military State, Chancellor,  Chancellor
Collective,     Drone,       Drone
Republic,       Admiral,     Admiral
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
Quark,        Quark,               0, 1, 2, Ferengi Syndicate,Ferengi,     0,  1,  0,     5, Great Nargus, Great Nargus
Gauron,       Gauron,              0, 2, 0, Klingon Empire,Klingon,     1,  1, -1,     3, Chancellor, Chancellor
Locutus,      Locutus,             0, 3, 0, Borg,        Borg,        1,  1, -1,     4, Drone, Drone
Gul Ducat,    Gul Ducat,           0, 4, 0, Cardassian Union,Cardassian,  1,  1, -1,     3, Warlord, Warlord
Picard,       Picard,              0, 5, 0, Federation of Planets,Federation, -1,  1,  1,     5, Admiral, Admiral
Saurak,       Saurak,              0, 6, 0, Stellar League,League,      0,  1,  1,     3, Consul, Consul,   5, Consul, Consul
T'Pal,        T'Pal,               0, 7, 0, Romulan Star Empire,Romulan,    -1,  1,  0,     3, Tribune, Tribune, 5, Tribune, Tribune
Quark,        Quark,               0, 1, 0, Rebels,      Rebel,       0,  0,  0,     5, Great Nagus, Great Nagus
Martok,       Martok,              0, 2, 1, Partisans,   Partisan,    1,  1, -1,     3, Chancellor, Chancellor
Locutus,      Locutus,             0, 3, 2, Dissidents,  Dissident,   1,  1, -1,     4, Drone, Drone
Gul Ducat,    Gul Ducat,           0, 4, 3, Confederation,Confederation, 1,  0, -1,     3, Warlord, Warlord
Picard,       Picard,              0, 5, 0, Star Kingdom,Star Kingdom,-1,  1,  1,     5, Admiral, Admiral
Spock,        Spock,               0, 6, 1, Orion Alliance,Alliance,    0,  0,  1,     3, Consul, Consul,   5, Consul, Consul
Sauron,       Sauron,              0, 7, 2, Star Empire, Star Empire,-1,  1,  0,     3, Tribune, Tribune, 5, Tribune, Tribune
Quark,        Quark,               0, 1, 3, Ferengi Syndicate,Ferengi,     0,  1,  0,     5, Great Nagus, Great Nagus
Gauron,       Gauron,              0, 2, 0, Klingon Empire,Klingon,     1,  1, -1,     3, Chancellor, Chancellor
Locutus,      Locutus,             0, 3, 1, Borg,        Borg,        1,  1, -1,     4, Drone, Drone
Gul Ducat,    Gul Ducat,           0, 4, 2, Cardassian Union,Cardassian,  1,  1, -1,     3, Warlord, Warlord
Picard,       Picard,              0, 5, 3, Federation of Planets,Federation, -1,  1,  1,     5, Admiral, Admiral
Spock,        Spock,               0, 6, 2, Stellar League,Small Races, 0,  1,  1,     3, Consul, Consul,   5, Consul, Consul
Sauron,       Sauron,              0, 7, 1, Romulan Star Empire,Romulan,    -1,  1,  0,     3, Tribune, Tribune, 5, Tribune, Tribune

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
Lead,
Nickel,
Slaves,
Cloth,
Suits,
Iron,
Copper,
Robots,
Wine,
Luxury,
Silver,
Spice,
Gems,
Gold,
Weapons,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













